21-05-2006, 02:09 PM | #1 |
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Decals on surface
I'm working on methods of applying a decal to the surface of the coffee mug below.
My approach has been to select (but not copy) the polys on the mug and name a new surface in modeler. In layout, I apply an image map (decal) to the new surface in the colour channel and it looks okay but not shiny/specular like the surface of the mug itself. If I try to make changes to the specular or glossiness parameters of the decal surface, there doesn't seem to be any effect ... it still just looks like paper. So to make the decal shiny so that it looks like a sticky, glued on decal that blends with the mug surface, do I need to add layers for things like diffuse and specular and even bump channels? Actually, I'm not even really sure if I should start out with diffuse at 0% and luminosity at 100% on the decal layer and simple stuff like that. Are there basic rules for the diffuse and luminosity settings when you use an image map? Can someone give me a quick tip on how to make my decal look shiny? Sorry for the basic questions. Thanks a lot! ~ zero |
21-05-2006, 03:32 PM | #2 |
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Just by moving around the lights I've noticed that I am getting more of the shiny look I was after so I guess lighting is pretty important right? That's not to say my light setup is good, however. This is what I have so far.
Now I want to fix the shadows which are harsh. I have 2 spots and shadows on only for the key light. Should I be learning about shadow maps to soften the shadows? I don't know what map size to use and if I should also try the fuzziness. zero |
22-05-2006, 11:24 AM | #3 |
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a shadow map can give you a more diffuse shadow.
How big you make it depends on what quality you want. Basically, the bigger, the better the shadow, but that also needs more pc power thus rendertime. If the quality is too low, your shadow will have a serrated edge. You can also use an area light as a key, that will also soften your shadow, but also increases your rendertime. |
22-05-2006, 02:12 PM | #4 |
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Thanks a lot for the advice Admiral.
If you don't mind my asking, is it pretty standard when you have more than one light in a simple scene to turn off shadows for all but one of them? Here's one more mug I made for a friend. Last one, I promise. ~zero |
22-05-2006, 03:39 PM | #5 |
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in the case of your picture, it wouldn't matter, cause there is no ground. If the mug was standing on a table, you would get a shadow for each of the lights, meaning 3 shadows in different directions, which is usually bad, but not always.
( it just doesn't look very good, usually ) for instance : if your in an office with a window, it would be a rather hard shadow in one direction ( on a sunny day, soft on a cloudy day ) but, if your making a stage for instance and you have 3 spots to follow the clown on stage, then you would want the three shadows showing! it's all related to the setup you want to make. |
23-05-2006, 07:19 PM | #6 |
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Ok, I understand. I'll just keep at it and ask questions when I have to.
Thanks Admiral. ~zero |
24-05-2006, 09:27 AM | #7 |
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you're welcome.
happy modeling !!!:p |
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