Tires

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Tires // Work in Progress

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Post by Jack Edwards // Mar 15, 2008, 10:34pm

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I think I'd be worried about a mechanic that kept all his wrenches that neatly aligned... :p

Another thing that would help would be to turn down the reflectivity on the metals. You probably should drop a map in the reflection channel to make it not reflect so uniformly. Dirty and scratched surfaces don't reflect as strongly as unmarred surfaces.

Post by kena // Mar 15, 2008, 11:51pm

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those suggestions made me think of brushed aluminum. How about this?
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Post by Jack Edwards // Mar 16, 2008, 12:02am

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It's definitely better and I think the dent is showing up better as well. Another thing that would help is to bevel your edges so that they can catch highlights. In the real world there is no such thing as a perfect edge. ;)

Rotating one side of the toolbench away from the wall slightly and rotating some of the wrenches so they aren't so uniform would help as well.

As far as the lighting goes, you may want to try two long (florescent tube shaped) shadow casting area lights up by the ceiling and delete the rest of the lights.

Post by Steinie // Mar 16, 2008, 8:05am

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An oily rag. I've never been to a shop without seeing at least one laying around. There like Beer in a Bar.

Post by 3dfrog // Mar 16, 2008, 8:26am

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That looks really nice. Those tires are kick ass. Something about the surroundings make the image kind of flat. Maybe a normal map on the floor or something. I don't know what it is. Maybe the lighting. You's objects have very nice depth to them. Just the surroundings seem flat.

Post by jamesmc // Mar 16, 2008, 8:53am

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The brick walls and floor need bump/normal map. Plus, I think it needs some sort of LDRI or HDRI inside room image setting with a gray theme it, to give it that garage, greasy mechanic sort of look.

Post by TheWickedWitchOfTheWeb // Mar 16, 2008, 9:18am

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The biggest issue for me is the toolbox. It lloks like a cheap injection moulded plastic box. It's far too shiny and sharp edged. Round bits off and give it a dirty scratched paint texture with a more matt finish for a touch of realism. Try lighting with just HDRI and then popping in low level point lights if needed.

Post by kena // Mar 16, 2008, 10:42am

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Well.. the floor was definitely a placeholder. I think I like this one better. All the modern garages have this kind of floor. Not sure about the greasy rag though, I'm not very good at modeling cloth. Also, I may need to change the walls. Not sure about the brick and may make some sort of cinder block if I can figure it out.
re:lighting.... just the two area lights didn't do so well, so I re-added an infinite lite and added a bit of yellow to it to simulate sunlight coming through the garage door.
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Post by 3dfrog // Mar 16, 2008, 11:36am

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Yeah that floor is a lot better. Yeah the wall texture could probably change. That brick texture seems to have too much noise to it, its a little distracting. I think you have a good overall tonal balance though. If you squint too eliminate the noise and see the overall picture it looks great.

Post by kena // Mar 16, 2008, 1:44pm

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large cinder blocks. added a mask layer to make the bottom a bit dirtier

but it seems a bit off.


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Post by 3dfrog // Mar 16, 2008, 2:45pm

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yeah that texture on the wall is a lot better. I think some bump map to it will really give it the edge.

Post by kena // Mar 16, 2008, 2:58pm

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ok - increased the bump from .02 to .05 for the walls on this one

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Post by hultek43 // Mar 16, 2008, 3:17pm

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OK, You've put more effort into this than I have into anything related to 3D in a long time. It's a start. Scale of objects relative to the others is lacking in the realism department. How does that rim you have attach to the hub of the vehicle it goes on?
I'll stop there ;-)

Post by kena // Mar 16, 2008, 3:35pm

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actually, the rim is very accurate. I copied it off of a car in my apartment parking lot.
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rim and hub are all one piece. I think the holes for the hub may be a bit small, but I didn't have holes to go by ;)

Post by kena // Mar 16, 2008, 6:03pm

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my tool cabinet was still looking strange to me. I rebuilt the shell to give it more rounded edges - put the dent back in - and it still looked off to me.
So I took a short trip to the tire replacement garage in my neighborhood, and saw that my cabinet was to big! Does this look better?

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or do you think something in-between the two sizes?

Post by 3dfrog // Mar 16, 2008, 6:16pm

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that does look like a more realistic scale for the tool case. looking good.

Post by Jack Edwards // Mar 16, 2008, 7:27pm

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I think the tool case is looking much better. I'm not sure what's going on with the funky shadows on the wall though.

BTW, Kena was the problem with the area light a lot of graininess? The default settings for the area light give it too few samples so that it'll render faster. You'll need to go into the LE to change it, but that makes a huge difference in the clarity of the render.

Post by kena // Mar 16, 2008, 7:56pm

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that does look like a more realistic scale for the tool case. looking good.

Thanks. I guess I've now put in as much effort on the tool chest as I did on the tires!


I think the tool case is looking much better. I'm not sure what's going on with the funky shadows on the wall though.


BTW, Kena was the problem with the area light a lot of graininess? The default settings for the area light give it too few samples so that it'll render faster. You'll need to go into the LE to change it, but that makes a huge difference in the clarity of the render.lol - I actually like the graininess of the shadows. You can see them on the floor and walls for comparison. but the "funky shadows" on the wall that are all wavy is my attempt of adding a bit of grime to them! as I said above when they were first introduced, I really don't like the effect and was looking for help on that area ;)

Post by kena // Mar 17, 2008, 4:45pm

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Using 15 different techniques, I finally found one that I think I like for the wall variation.

What do you guys think?

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Post by 3dfrog // Mar 17, 2008, 4:55pm

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I think I like this one too. I think the front of the bricks look better with this less noisy look. It makes the objects stand out more. I would like to see a little depth/darker between the bricks. But thats just my opinion. It looks good.

Post by kena // Mar 17, 2008, 5:28pm

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Maybe this helps too? grimed up the floor a bit.

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EDIT:

Or maybe oil stains on the floor?

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Post by rjeff // Mar 17, 2008, 6:31pm

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very cool man...now you just need some decor on the wall..ie a calender of half naked gals..or some tools hainging on the wall...hmmm the corners of the floor could stand to get some dirt in them...just thinking of my tire shop around here.

Post by kena // Mar 17, 2008, 6:40pm

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I'm working on a car babe calendar, but which of the two above looks better? grime or oil stain?

Post by v3rd3 // Mar 17, 2008, 7:16pm

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Just a thought but have you considered using both effects? The oil stain pic needs the grime to look a little more convincing. I have yet to see a garage floor with an oil stain and "kitchen floor" clean where there is no stain.


To some extent the oil stain looks more like a smoke effect. I think it might be a little too well dispersed at the edges.


Great work. The tires are terrific and I like the textures you are using on the tool chest.

Post by spacekdet // Mar 17, 2008, 7:42pm

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The scale of the base speckled texture on the floor is still too large.
Increase the repetitions.
The grime is a bit too random- it's usually heavier against the walls/ in the corners. You'd probably be best served by making your own custom grime map.
The toolbox needs a logo/ brand mark, stickers, magnets, a lock, a handle and a shelf on the side, and a rag.
Be careful... with scenes like this, it's very hard to know when to quit!

Post by Jack Edwards // Mar 17, 2008, 7:51pm

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I agree with Spacekdet 100%. You're going to need custom (hand painted) texture maps for these.

My thoughts also mirror v3rd3's. I think a combination of the oil stain and grime approaches is what's called for. You'll also want to vary the shininess and reflectance for the floor by some variant of your grime map. But make your oil stain spots darker and more contained to smaller areas.

With the wall map, you should make the map you're using for your bump channel darker where the grout lines are. The cinderblock face part of the bump is fine. Also sometimes the cinderblock walls in the garages are painted, so you could try a lighter grey (to simulate white paint) and make it a bit shiny. Then paint on the grime to match your floor. Particularly corners and where it meets the floor are inherently more grimy. BTW, don't use the same map for both walls. You can share the same cinderblock starting texture, but the grime should be different.

Another thing that'll help with the lighting is to model out parts of the garage that are out of sight. Like the roof and the rest of the bay so you can get a more accurate lighting solution. Also having a car on lift will give more interesting shadows from a 2nd set of lights on the other side of the garage and interesting reflections.

Like Spacekdet said, it all depends on how far you want to take the project. :)

Post by kena // Mar 17, 2008, 9:10pm

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lol - I could spend YEARS working a project like this. I have the roof and front of the garage modeled - sort of.... They are just planes to put in the way fo the infinite-sunlight.

this will be my last contribution today.

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details for my calendar... Only way to show off the actual pictures used :D

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Post by Jack Edwards // Mar 17, 2008, 9:21pm

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Great work on the calendar! :)

Now that you've done paper, it's time to move up to cloth. Let's see that grease rag! :D

A tire jack and an airpump off to the side would make good accessories to add some clutter next to the toolchest. If you added those, I think you could call it done after you finish grunging everything up.

BTW, don't forget to grunge the castors for the tool chest. The chrome between them wheels is WAY too clean and shiny.

Post by W!ZARD // Mar 18, 2008, 12:09am

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Looking good - it's great to see you you really working at this, you're a great example of how to keep persevering and pushing a piece till it's as good as you can get it.


Thanks for sharing the progress with us.

Post by Steinie // Mar 18, 2008, 2:11am

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Hanging from above an air hose... or laying on the floor.

A rag is easy to make and if you need help just ask.
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