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Project Nissan: Texture Testing

PostPosted: Tue Jan 31, 2006 11:32 pm
by Katahu
Ok, I meant to make the rims of the car. However, since textures are one of my pet peeves during development, I decided to skip the rims for a later time and went on with applying the textures.

I tried applying the textures to the dashboard without having to detach polys, but that seemed to have backfired during the export process. So, I applied the textures the old-fashion way. I managed to create a nice specular effect on the dashboard to help give the texture more life to it. I always check for several things when it comes to texture development:

1. Tone of the texture parts
---A. Tones must match so that they look nice on every angle.

2. Size of each texture part
---A. I don't like it when one part is fuzzier than the other.

3. Photorealism
---A. I got tired of seeing hand-drawn textures in any interior.

I also consider the specular level for certain parts of a texture so that their shine matches that of the real-world.

Re: Project Nissan: Texture Testing

PostPosted: Wed Feb 01, 2006 11:39 pm
by Katahu
I have just applied the textures to the doors and rear seats. The rear seats still need work, but the rest is looking awsome. It's not the photorealism that stand out, it's the specular lighting on the textures themselves that brings true life to the textures.

Right now, I'm working on the hardest parts of texture development. The vynl textures [used for the walls of the interior] and the carpet textures. I'll update my sig to show the progress after I'm done applying the textures on the main parts.

The textures have a dynamic light effect when the diffuse and ambient colors in the Material Editor are set to 45,45,45 and the specular level set to 45. The settings seem to have had an positive and UNexpected effect on the photo textures. As light bounces around the interior, the textures behaive as if they have bump-mapping applied [even though they don't]. The effect is more pronounced around the doors and when the Mesh Smooth modifier [zero iterations] is applied.

Re: Project Nissan: Texture Testing

PostPosted: Thu Feb 02, 2006 2:27 pm
by Tom_M
Absolutely gorgeous! :o That specular lighting and the bump-style textures- put it this way, I thought your sig was a photo at first!

Re: Project Nissan: Texture Testing

PostPosted: Thu Feb 02, 2006 9:05 pm
by BMan1113VR
wow that is quite an interior in your sig! good work ;)

Re: Project Nissan: Texture Testing

PostPosted: Thu Feb 02, 2006 10:17 pm
by SkyNoz
Very nice ;D also, when you come to do the texture properties on rims/wheels, will it be set to have reflections like chrome rims etc.? ??? :)

Re: Project Nissan: Texture Testing

PostPosted: Thu Feb 02, 2006 10:23 pm
by Katahu
Very nice ;D also, when you come to do the texture properties on rims/wheels, will it be set to have reflections like chrome rims etc.? ??? :)


It will have reflections, of course. However, the level of the alpha channel might be lower since the rims in most photos have a less chromey effect with a high specular effect.

Image

Re: Project Nissan: Texture Testing

PostPosted: Thu Feb 02, 2006 11:39 pm
by SkyNoz
Yah that's true, I just want to beable to reapaint the rims with a Black Gloss Look, with alpha channel etc. ;D