Creating realisting tufting leather material in V-Ray

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19 May, 2011 mOPs
19 May, 2011 # Re: Creating realisting tufting leather material in V-Ray
Good day, RenderStuff! Please describe the methodology of creating realistic skin material, such as on your 3d models Chesterfield sofa Primarily interested in blackening the folds, button-down, recesses. I understand in the wood material is used the same method. For example in the chest of a lesson about Panorama 360


19 May, 2011 RenderStuff (Staff Author)
19 May, 2011 # Re: Creating realisting tufting leather material in V-Ray
Hello! If we compare the technique of creating a skin material for 3d models Chester sofa (by the way, recently in the section 3d models pictures boolshie and clickable ) with the technique of manufacturing wood material as the chest, from the lesson about the creation of a virtual panorama , they are different. Materials for such complex 3d models Chester, made with the help of highly-detailed bitmap textures as follows. To begin, create the model. After that, the model is applied to the mapping for the future distribution of the texture on its surface. This is done using UVW mapping. Many trideshniki at its jargon, it is called scan 🙂 Further, when the scan is ready, it is taken from a special template to imprint ribs model. It is a kind of template that allows you to understand what polygons correspond to any part of the texture. When ready to 8%2rafaret, he goes to the 2D Editor. In particular, we use Photoshop in your work. Then, the pattern is drawn texture. All banal. The basis is a skin photo-texture with the desired texture and color. Then it applied (drawn) dimming in the right places. We do this manually using a graphic tablet. That is to say, look, for example, that it Zamyatin with pupochke😁 So this is the place to be darker, then we paint on there shade on the texture. And so with all the areas that have a different color and texture, etc. The same goes for Bump-maps. We're just out of the hand, and when using the photos on the desired area inflict Zamyatin map recesses, puffs, etc. And the same applies to the reflection maps. Where brighter and glossy to be a sofa - where the card is lighter where the matte and dull - it's dark. For the benchmark, as a rule, taken real photos of the sofa and on the model, by analogy loom Need%D1 e cards for the relevant effects. When all the textures are ready, they are put into the corresponding slots of the material. That's all😉 long, carefully, but efficiently and effectively!


19 May, 2011 mOPs
19 May, 2011 # Re: Creating realisting tufting leather material in V-Ray

Yes, the fact that spectacular, rightly 🙂 You have confirmed my suspicions. So I'm in the right direction😉



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