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Forum Index - Texturing - adding depth to opacity map?

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-desade2009
Member
desade2009

3 years ago
er...i don't know what category of question this is but i thought texturing was most appropriate
the opacity map i used for that bitmap doesn't give it any depth at all....is there any way around this?
the only solution that came to my mind was pretty primitive....it involves creating several opacity maps, with only some objects in each, and layering the boxes (on which the map is applied) further and further inward (into the cupboard).... any better way?
P.S. second pic is a photo...i'm not that good...yet smile.gif


Cogito, Ergo Sum

-Tyson
Senior Member
Tyson

3 years ago
you would be better off modelling some simple shapes to match the image(cylinders and boxes etc.) and map the image back on with planar projection.
or create a black and white map based on the image in photoshop to displace a plane and use the colour photo in the diffuse.
or model some simple jars and bottles and texture them individually.

+Steve Martin
Moderator
Steve Martin

3 years ago
What your asking reminds me of something they did in Batman Begins with all the windows in the buildings. But that was done by a massive studio with millions of dollars. You might just want to model the details wink.gif
[Link to www.3dprevis.com]

-desade2009
Member
desade2009

3 years ago
what did they do???! i'm not a massive studio with millions of dollars but maybe i can downgrade it tongue.gif


Cogito, Ergo Sum

+Steve Martin
Moderator
Steve Martin

3 years ago
It doesn't go into great detail, it just says they used a shading tool called Windowbox which created 3d shapes from wide angle textures of interiors. Probably not really an option for you.
[Link to www.3dprevis.com]

-desade2009
Member
desade2009

3 years ago
third option is pretty hard....i can model them but the textures....most of those are cylindrical, and so the map would have to be a stretched-out label, which i won't be able to find....although i can fake it by tiling the map horizontally....will try that...lots of objects...sigh
first option is do-able... i just model the shapes, and stick the map on right?
and the second option, do you mean apply the alpha map as a displacement map? coz i made the alpha map for the opacity, and i think for a displacement map, the level of white represents amount of displacement ? so my alpha map would displace everything equally... i think
Cogito, Ergo Sum

-Altopais
Member
Altopais

3 years ago
for a tin can, why don't you try to separate the label in photoshop and map it on couple of polys as a planar projection or what ever looks best, that way you can tile your tin can map as much as you want and the label stays as a separate piece.
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

-cdballew
Moderator
cdballew

3 years ago
I would paint the glass. hahaha

How about using layers of opacity maps. One for the objects in the back of the cabinet, one for objects in the center. Then you could model a few of the objects in the front.
Or maybe combinations of opacity and displace
Chris

-desade2009
Member
desade2009

3 years ago
that's what i meant chris in the first post in this topic....layering opacity maps ..... i'll try modelling some of the front objects and combine them maybe it'll be convincing....
altopais yeah i'm gonna take pics of the labels tomorrow...will probably tile them around the model
there are a lot of objects and so i don't know if modelling each is practical (there's another cabinet like this)
anyway i did some observation and most of the objects seem to be combos of primitives so not too tough....i'm modelling 5 or 6 templates...i'll just copy them, and change their dimensions and map them differently...lets see how it goes....



Cogito, Ergo Sum

-desade2009
Member
desade2009

3 years ago
progress so far....didn't bother with these too much....have to fix the maps later today
oh and i made some plug-ends .....haven't textured them yet, but will probably use them later in my scene



Cogito, Ergo Sum

-Tyson
Senior Member
Tyson

3 years ago
Well those look great. you just need to copy them each a few times maybe tint some of the textures a different colour for variation.
no need to fake anything

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
Or use scatter and fill the room with random junk! Hahah...
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--Matt

-desade2009
Member
desade2009

3 years ago
lol! in actual fact the room is never even half as clean as my scene grin.gif
anyway, i wasn't able to access the site for a while, but now its back! some Apache server business confused.gif
here's the final cosmetics (and other junk) update....now just have to shove it in the room along with opacity maps
note the inverted yardley talc powder right in front.....stretching what i can do with a handful of crappy objects! lol



Cogito, Ergo Sum

+Jamie
Admin
Jamie

3 years ago
Good work those should work fine in the scene now, yea we had some issues with redirects it is all fixed now.
Please support us and post a [Link to www.digitalartsfront.com] on your website.


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