I made in free time this cart with some barrels around it......looks like dead summer..
plz post ur comments...! here r the images.... the 1st image i used a target camera just for practicing it... the second image has been rendered with a skylight...and the rest all r done with sunlight.
It's coming along well. You might want to pay a bit of attention to the uvw mapping on the wheel, the wood texture is lining up like it would in real life.[Link to www.3dprevis.com]
thanx varnished.....yaa.. that's with the skylight....
i'm learning camera now.... i mean how to use it....so i just used a target cam. in the 1st image & motion blur...
Nah, haven't forgotten
Actually I think varnished otter may have posted something in the last few months dealing with this problem. I'll have a look.[Link to www.3dprevis.com]
Check out varnished otter's little tute posted on January 24, a bit over half way down. These are the sorts of corners you want when using any sort of smoothing. Pay close attention to the difference between pictures 2 and 4 to see what's needed. If this doesn't help, I'll try a more detailed tute.[Link to www.3dprevis.com]
Actually, I've had a look at your bike WIP and it looks like you've got a pretty good grasp of what I was going to put into the tutorial. I'm not sure you really need it, it's a good improvement over the phone.[Link to www.3dprevis.com]
I'm not sure what it says in the tutorial but If I were to texture that wheel I would probably approach it like this:
1. Select one of the spokes by element and apply a material.
2. Apply a uvw map modifier and go to its subobject.
3. rotate it to the right angle and hit the "fit" button.
If you have a bitmap texture applied it should be easy to see if the uvs are working.
4. Adjust the uvw map until the texture works on that spoke then collapse the stack.
5. select the next spoke and do the same. repeat with all of them.
You could even assign different materials to each spoke with different kinds of similar wood grain for extra realism.
for the tire select the element and use a cylidrical uvw map with "cap checked".
another thing to remember is that mapping the specular level slot with a very dark version of your bump map will make your materials look alot richer. I find the roughness setting in oren nayer blinn and multi layer to be the best for rock and wood type materials.
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Johnbeyer