How do I improve on the metal and the board? Can somebody help me with that?
Every metal has texture, little scuffs, scratches and imperfections. Try something like that or play with the roughness.
Here I think is a fitting tutorial that I watched last week on procedural textures and skateboards, but yeah on that thing you definatley need some scuffing and use marks on that thing. I'm starting to play with the occlusion shader which helps place textures in the corners and create worn looking edges and stuff.
https://www.youtube.com/watch?v=kWVyCQvpGBA
Also, I think this is a perfect place to use this techique of the plywood look on the edge of the board, since this are almost all made from some sort of layered woods-
https://www.keyshot.com/forum/index.php?topic=14692.0
Post back more versions as you go!
Also check out this metal mastery video
https://www.youtube.com/watch?v=fM7R0uQctKY
In my opinion make sure your metals have some sort of rich environment reflection. Reason why your axel looks better than the plate is because a lot more stuff bounces on it, like wheels, board, maybe even ground as well as all the lighting that bounces off those objects on the axel too. Metal depends on the environment to look like metal.
Quote from: texax on May 14, 2017, 01:12:39 PM
Every metal has texture, little scuffs, scratches and imperfections. Try something like that or play with the roughness.
Quote from: texax on May 15, 2017, 07:12:12 AM
Also check out this metal mastery video
https://www.youtube.com/watch?v=fM7R0uQctKY
In my opinion make sure your metals have some sort of rich environment reflection. Reason why your axel looks better than the plate is because a lot more stuff bounces on it, like wheels, board, maybe even ground as well as all the lighting that bounces off those objects on the axel too. Metal depends on the environment to look like metal.
.
.
Thanks a lot for the advice and the link. Appreciate your efforts. :)
I'll work on it.
Quote from: mattjgerard on May 15, 2017, 05:36:31 AM
Here I think is a fitting tutorial that I watched last week on procedural textures and skateboards, but yeah on that thing you definatley need some scuffing and use marks on that thing. I'm starting to play with the occlusion shader which helps place textures in the corners and create worn looking edges and stuff.
https://www.youtube.com/watch?v=kWVyCQvpGBA
Also, I think this is a perfect place to use this techique of the plywood look on the edge of the board, since this are almost all made from some sort of layered woods-
https://www.keyshot.com/forum/index.php?topic=14692.0
Post back more versions as you go!
.
.
Thanks for the link. The video is perfect for my stuff. :)
Improved wood and metal materials.
That's looking a ton better! The wood material really helps sell it. Thre are so many options for woods, I'm sure there are a dozen looks you could come up with.
One thing I liked about the other one that is missing here, is the light hit on the front wheel to highlight the scratches. Its on the other wheel, but not on this one. Might help to get some sort of side light raking across the wheel to higlight the relief depth of those scratches. It was a nice touch.
Quote from: mattjgerard on May 16, 2017, 05:56:45 AM
That's looking a ton better! The wood material really helps sell it. Thre are so many options for woods, I'm sure there are a dozen looks you could come up with.
One thing I liked about the other one that is missing here, is the light hit on the front wheel to highlight the scratches. Its on the other wheel, but not on this one. Might help to get some sort of side light raking across the wheel to higlight the relief depth of those scratches. It was a nice touch.
Thanks mattjgerard.
I tried working on that. I used the HDRI editor and added pins to get that reflection. But I m not able to achieve the earlier effect. Could you help me with that?
Using the earlier environment...
You actually have it with * skateboard3.1214.png. there are highlights on each wheel, can see the scratches.
I think you are on the right track with that one.
Quote from: mattjgerard on May 17, 2017, 05:36:08 AM
You actually have it with * skateboard3.1214.png. there are highlights on each wheel, can see the scratches.
I think you are on the right track with that one.
.
.
I liked that image as well but I m not personally impressed with the reflections on the right wheel. How can I improve on that?
I'd try using a photo reference. Trying to simply 'improve' can prove to be elusive.
Quote from: Will Gibbons on May 17, 2017, 10:01:06 AM
I'd try using a photo reference. Trying to simply 'improve' can prove to be elusive.
Okay. I'll just have a look at reference images first.
Thanks for the advice.
That's looking good. I'd probably use a different material on the nut and the thick washer to make it stand out from the plated bracket a little.
Is that a threaded stud sticking out of the nut - if you could attempt to show the threads for added realism.
Finally, you might highlight the 'non-slip' deck with a heavy-ish texture.
One tip Will gave me a long time ago was to make sure to use the color picker on your reference image. Grab actual color data from the reference image, and that will help the color pallete fall within the "real" range of colors, if that is what you are going for. Left to our own devices, humans will usually choose richer more vibrant colors than occur naturally.
This is the reference image for the skateboard. The axle part is seen in the pic. How do I obtain this kind of metal finish?
Maybe you'll willing to start a challenge. Share the scene without the materials (change everything to diffuse white) in here.
And everybody can share his/her results and scene.
Just an idea - even I'm not sure to have enough time to play with.
Cheers
Marco
I'm game! I need something other than optical sensors to work on today!
Quote from: LayC42 on May 21, 2017, 05:39:22 AM
Maybe you'll willing to start a challenge. Share the scene without the materials (change everything to diffuse white) in here.
And everybody can share his/her results and scene.
Just an idea - even I'm not sure to have enough time to play with.
Cheers
Marco
The project file is is 61MB. But, how do I upload it here?
I don't think the forum with host the file, but you can post a dropbox link, wetransfer, google drive, onedrive or any other filesharing service.
This is the link for the project file.
https://drive.google.com/file/d/0B7uurraXPXv_N0Z3Z05td3dJOUk/view?usp=drivesdk
Hey. I played a bit with your scene. Here's my result. I can't share the package though since i used some Poliigon textures and i think they can't be redistributed. Upper metal is plain steel. For the bottom one i used a texture to define it's roughness. Lighting environment is crucial for metals to pop up. As for the wood, it looks awful without UV mapping for me, so your choice of a procedural is better than mine.
Images attached: PNG (RAW) - JPEG (Post Production)
Quote from: NM-92 on May 23, 2017, 01:07:54 PM
Hey. I played a bit with your scene. Here's my result. I can't share the package though since i used some Poliigon textures and i think they can't be redistributed. Upper metal is plain steel. For the bottom one i used a texture to define it's roughness. Lighting environment is crucial for metals to pop up. As for the wood, it looks awful without UV mapping for me, so your choice of a procedural is better than mine.
Images attached: PNG (RAW) - JPEG (Post Production)
That looks great. Thanks a lot for the help.
And what is the environment used?
Quote from: NM-92 on May 23, 2017, 01:07:54 PM
Hey. I played a bit with your scene. Here's my result. I can't share the package though since i used some Poliigon textures and i think they can't be redistributed. Upper metal is plain steel. For the bottom one i used a texture to define it's roughness. Lighting environment is crucial for metals to pop up. As for the wood, it looks awful without UV mapping for me, so your choice of a procedural is better than mine.
Images attached: PNG (RAW) - JPEG (Post Production)
That looks really good, but what I'm fighting with is how are you controlling the textures on the wheels to just appear in the flat surface? I have been banging my head on my desk trying to mask out the center but can't figure it out in the MatGraph.
Quote from: ShubhamShah on May 25, 2017, 04:08:37 AM
That looks great. Thanks a lot for the help.
And what is the environment used?
Thanks ! The one i'm using (HDRI.JPG) comes from a free hdri studio pack that i found on Deviant Art. There are 3 available packs available for download if you search on that website uploaded by the user "zbyg". I modified the hue to be a bit more blue-ish (cold tones get along well with metals).
Quote from: mattjgerard on May 25, 2017, 07:26:54 AM
That looks really good, but what I'm fighting with is how are you controlling the textures on the wheels to just appear in the flat surface? I have been banging my head on my desk trying to mask out the center but can't figure it out in the MatGraph.
I uploaded three pictures (Mat graph / Wheel1 / Wheel2) where you can see the graph of the wheel material. I usually mask this kind of things with a gradient and use a color composite to "mask my mask". You'll understand that quicker if you take a look at the images. Basically, i use a dirt texture and use the gradient to define that texture's opacity. Let me know if i wasn't clear enough, i'm not a really good teacher :P
I know what I'm doing during my lunch :) Thanks for this, gives me a chance to brush up on my spanish too! What you describe yourself doing is exactly what I was trying to do, just haven't figured out how to connect the dots properly yet. This helps much!
Improvements on the skateboard