S
Salk
Guest
Looks really pretty! 
Well... it's a big brushed steel tubing directly located under a light source, so it will have a "shiny line". The variable that may affect that shiny line is mostly the "Roughness", which is relevant to the roughness of the brushed steel finish. A coarse roughness will give you a wider "shiny line" and more blurry reflections, a small roughness will give you a much more narrow shiny line and sharper (mirror-like) reflections. When I started texturing, I actually put less roughness, but I changed this variable after comparing it with the original picture (see page 3 of this thread), where a relatively coarse roughness is shown. We could have a long debate about choosing small roughness over big roughness (or the opposite), I prefer to submit a picture to figure which one is preferred by the majority. I may revise my textures later accordingly (it's rather a quick fix, it doesn't bother me).Though that pipe's shiny line part kinda bothers me a bit(uhh.. just my opinion)
Don't be embarrassed about your opinion. Feedback is useful.Forget I said that :-[
That was was pretty much my take on it.Or perhaps the store owner polishes his makeshift store counter, whichever way you want to rationalize it
I am not sure there's a "more" or "less realistic" case. Today I have seen a steel pipe of mirror-like finish on a construction site, which itself was pretty dirty. The roughness is primarily a consequence of the metal finish itself, much less that of dirt and grime (which however affect the intensity of the reflections).I think you definitely had it right the first time. The shine had a settled look to it with the more coarse roughness that would fit a store in the slums. I think the second one loses it's realism with how it's reflecting the light.
I've done quite a lot of observation of metal ducts IRL, so I can try to give you an educated answerI would like a tone down on the highlights overall, right now it has more the feeling of polished chrome, instead of oxidated steal.
not only on the main horizontal pipe, but also the cylinder ar the back, and the reddish pipes on the right top.
You're right, I hadn't taken care of toning this one down. I'll make the revision.Also the white of the poster feels too white, one note in CG is that there aro no absolute colors (rgb 255,255,255) best is to always keep well below that.
Astonishing job!![]()
I'd appreciate your feedback on this.
For me, it feels like none of the above.Hi folks,
I wanted to start doing a bit of texturing on 5min1_1, but I could seriously use some advice/feedback.
I'm actually done with modelling most of the pipes. To be honest, it was a fest of non-Euclidian geometry and escher-style perspective, more painful than enjoyable thing to model.
Now, I would like to start texturing the floor and the walls to get a better sense of the feel of the place. However, based on the original image, I have a hard time figuring out what the walls and floors are actually made of, and what kind of textures I should assign to it.
1- very old and worn tatami-like flooring fabric
2- fabric flooring
3- fine concrete floor
4- coarse concrete floor
It's not so much about making a definite choice for one of these four options, but I'm rather looking for pointers. I tried to model the whole floor with texture 4 but it looks off somehow. If you have some ideas, I would really appreciate.![]()
I would be satisfied with this one though