what up Leo .....
That's looks more like you need an oyster shell, ... what kind of bronze is that?
yeah, that is what I though too. I was given a model (which I can't show you ) to render. The model was done in nurbs with no regards on texturing and I have it as already imported in Maxwell modeltom wrote:It's more UV mapping than material itself. You'll basically need a handmade weight map for defining oxidized/clean parts.
Got it... I figured you were talking about the "Occlusion" map... I just forgot it was called "Ambient" OcclusionMaximus3D wrote:Leo: A 'AO map' would be a Ambient Occlusion map, any renderer can output such things today and if your object has some sorta UV's then you can use any other standard renderer such as mental ray, final render, Vray or whatever to bake that AO map into a texture, and that greyscale map you get is the one you use to blend your layers together and distribute the oxide on your mesh.
Those examples you see in my gallery basically use the same principle, only difference is that it's called procedural dirt there and it's kinda "automatic". By automatic i mean that you don't have to go through all those steps i described above to achieve that look since it internally generates a AO map and use that as a form of dirtshader, and that dirtshader can you tweak if you know how to use the materialeditor (like i do) and then you can create such fancy materials such as the oxidized copper material you see on the statues in my gallery.
Since the basic technique is the same you can use a baked AO map to get the same look, with a bit more work and tweaking. it's not easy, i can tell you that much in advance.
Oh and thanks Leo i'm glad you like my humble little gallery.
/ Max
it's a tool... and it's needed,Bubbaloo wrote:Ambient occlusion is fakery used in biased renderers. Not needed in Maxwell, if you've set up your lights correctly.