| Tiles and texturizing techniques |
Gian92 |
Hello folks,
Granted that I'm an amateur and not an expert, I'm currently operating in the architecture sector and I need thorough advice about texturizing an old building (a convent).
The first main issue I've encountered is the tiles: the repetitive effect is awful:
Is there a way to randomize such tiles or other workarounds?
The second issue is that this building has a lot of materials mixed together:
Please don't consider the exhibited pieces of work.
Are there texture blending techniques (with randomness) and if so could you please recommend and/or explain me which you think is more appropriate for this case (also tutorials would be much appreciated)?
I almost forgot, I'm working with 3ds Max Design.
Many thanks
read 400 times 6/1/2012 11:07:40 AM (last edit: 6/1/2012 11:21:28 AM)
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STRAT |
for both questions, your best method is to either go out and spend some money on pro textures (like Arroway) that are sold specifically at good hi-res and varied enough to minimise tiling, or, like we do, go out and shoot your own and compile in photoshop.
this really is the only way to professionally get the results you want. procedural methods like colour mixers, changers and shaders are good, but not. and noticeably not pro.
to get great results you must invest time, if not money.
 SJLEWORTHY.COM
read 381 times 6/1/2012 11:28:50 AM (last edit: 6/1/2012 11:30:03 AM)
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Gian92 |
Thanks for replying. With Photoshop, do you mean taking multiple pictures of many tiles, stones and bricks and joining them in a single image?
read 374 times 6/1/2012 11:37:24 AM (last edit: 6/1/2012 11:37:24 AM)
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STRAT |
yes. and we might be talking 1000's of pixels per map here. which is quite normal.
but there are colour mixers/changers that allow you to create multiple texture maps, and it'll randomise and change the texture position during render time.
 SJLEWORTHY.COM
read 369 times 6/1/2012 11:41:13 AM (last edit: 6/1/2012 11:41:30 AM)
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LionDebt |
For the tiles...
Someone posted a method or linked a tutorial whereby a road/race track was planar mapped. But each square was assigned a random or different material ID. And the corresponding texture had various asphalt details, cracks, painted lines etc on each grid. I'm in a rush this morning so don't have time to look for it but maybe someone else remembers it. Also, what Strat said.

read 362 times 6/1/2012 11:46:25 AM (last edit: 6/1/2012 11:46:25 AM)
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Gian92 |
Hmm, if the randomness is during render time I think it's not my case, because I have to make a video (walkthrough). Would you mind recommending me tutorials about mapping techniques for this kind of work? Also, what mixers/changers are you talking about?
PS Your work is astonishing!
read 359 times 6/1/2012 11:50:19 AM (last edit: 6/1/2012 11:55:08 AM)
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Gian92 |
@LionDebt
That sounds interesting, I hope someone will find it. Thanks
read 357 times 6/1/2012 11:53:48 AM (last edit: 6/1/2012 11:53:48 AM)
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advance-software |
Amish bob for the win.
http://maxforums.org/threads/discovered_tiling_textures_variation/0001.aspx
read 344 times 6/1/2012 12:09:58 PM (last edit: 6/1/2012 12:10:08 PM)
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Gian92 |
@advance-software
Thanks!
read 324 times 6/1/2012 1:59:57 PM (last edit: 6/1/2012 1:59:57 PM)
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advance-software |
say thanks to amish bob, not me, I just gave you the link !
:)
read 313 times 6/1/2012 2:35:37 PM (last edit: 6/1/2012 2:35:37 PM)
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LionDebt |
Ahem.. :)

read 288 times 6/1/2012 5:35:16 PM (last edit: 6/1/2012 5:35:16 PM)
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advance-software |
translation: liondebt wants a big up for reminding me to send you a link that he got from me regarding the awesome work done by amish bob.
yes, we are all children. :)
where is bob anyhow ?
read 282 times 6/1/2012 5:56:03 PM (last edit: 6/1/2012 6:03:58 PM)
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LionDebt |
I was just clearing my throat, over the internet, actually.

read 267 times 6/1/2012 6:04:15 PM (last edit: 6/1/2012 6:04:15 PM)
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Gian92 |
:)
read 247 times 6/1/2012 9:34:25 PM (last edit: 6/1/2012 9:34:25 PM)
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Gian92 |
Hey guys,
With Photoshop cutout filter on one layer and high pass on another and playing with levels and contrast/brightness/saturation settings I got this:
What do you think about it?
Now I have three further questions:
1. I set the bitmap blurring at 0.3 instead of 1, but the texture is still blurry at far distance. What settings do I have to play with to have a sharper texture?
2. I'm using reytrace reflection, but as you can see I get a strange artifact: it is brighter in the edges as if there were neon lamps at the base of the walls. Is it possible to get rid of that strange brightness? (I'm using an exponential attenuation with 4 as exponent; could be that the problem? It would be strange anyway, because it should only reflect, not add light). An unstylish circumvention would be using falloff as specular colour, but that's not so "pro".
3. Where are the ambient occlusion settings (if any)? As you can see the shading is poor, so I wanted to improve it as long as it doesn't hit rendering time too much (I'm using mental ray).
Thanks
read 193 times 6/5/2012 6:53:44 PM (last edit: 6/5/2012 6:55:46 PM)
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