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By DrMerman
#173733
Hey guys. I've got a ton of models that I now need to run through Maxwell, and finally have some time to do it :) I figured I'd start by re-doing this old thing.

Image

The old version (above) was made using the RC5 materials, and can be found lurking in pages way back when. There are some areas that I'm happy with, some that I'm really not, but I'l hopefully get this somewhat finished and add in some extra detail (scratches, dust and the like) and then I'l move on to the next model.

The main body of the camera is a black metal, which I'm assuming could be done with one layer, with the roughness around 10ish, and the nd somewhere around the same. The scratchmaps will be done using weightmaps and a nice bit o bump.

Looks fairly simple on paper....:? Fingers crossed...

Anyway, cheers for now
Dr Merman
By Maya69
#173735
nice render

but try to add dirt maping in body metal

a1 is very old camera and i think if use a dirt texture to fake age of camera your image is very better
User avatar
By NicoR44
#173740
fannnnn tasssss ticccccc 8)
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By glebe digital
#173744
Yeah I agree, dirty it up a bit.........not that it isn't great already Doc! 8)
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By fuso
#173747
I was just gonna say: How can this get much better? Well, actually a bit
more context and environment might help. I know it's pain in the ass but
it would add so much to the realism! A few film rolls and packaging here
and there, you know? Keep up the great work! Really looking cool.
I wish I'd have some time to join you on that one... but grrr, work is
calling. Actually this could be another sub-challenge. The material to be
simulated iiiis: FILM!! (loud horn sections)
User avatar
By DrMerman
#173803
Thanks for the kind words guys! When I made the above version, things were pretty much hit and miss with the materials system, which explains everything looking suspiciously similar :D I think that I've grasped just enough for me to make a better version, with that all important aged-look. Remember that, I said "THINK" (just incase...) :wink:

I figured I'd work on it bit by bit, starting with the lens. So here it is, in a quick light setup, and with the weightmaps in the colour channel. I may have to re-uv some things along the way, but everybody loves doing that.....right?? :shock:

Image

Fuso : I do plan to put it in a half-decent environment when I'm finished! But I'm with you on the film thing...it'd be a tricky one...
User avatar
By DrMerman
#176078
Hmmm, well so much for all that free-time :roll: Anyway, here's the results of an hour or two's tweaking:

Image Image

After much deliberation, (and annoyance at setting the materials so that it looks great, and then rendering in another environment and it looking awful,) I decided to put the object into Thomas's awesome materials test scene (so many thanks to him.) I realise that it's not really meant for this, but it DOES ensure a nice even test environment...I think :)

I'm happy with the overall look of this, but there still needs to be some of tweaking done in a few places (bump on the text, red dot) The texture mapping is also bugging me but I think I've just been staring at this for far FAR too long. My plan is to get the materials finalised, and then start the aging process (dust, scratches, grime, torn leather etc...)

Hopefully have a few more updates over the next week, if work allows that is, along with the start of another 5-6 projects that need to be setup for Maxwell.

Cheers,
Dr Merman
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By DrMerman
#176080
Cheers Tyrone. Yep, weightmaps aplenty :D I've edited the white levels in photoshop to get the correct weights for each layer.

(excuse the crazy uv map...)
Image
User avatar
By aitraaz
#176195
:shock: damn!
By samsam
#176201
stop posting photos.
By glypticmax
#176244
Incredible renders. Thanks for posting your weight map set ups.
Now for the noob questions.......
Why are you weightmapping and not just putting the decals in the Reflectance channel?
Or would putting them in Reflectance change the whole appearance of your material, where as all you really want is the lettering/numbers etc.
And why so many colors of backgrounds?

Its very interesting and helpful to see the progress you're making.
User avatar
By tom
#176383
Tutorial moved to: http://www.maxwellrender.com/forum/view ... hp?t=18048
DrMerman wrote: Thanks for the support guys :D

glypticmax : Essentially its all about getting as much control over the different textures as possible. Using a weightmap allows me to give the
decals their own roughness values, and I can even completely remap the colour.

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