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PostPosted: Thu Oct 16, 2008 2:44 pm 
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I tried your suggestion Hervé, i'm sorry but it didn't look good, atleast not what i thought. My results here above are also looking bad but they'll have to do for now..

One more test, this is supposed to look like a copper material and it uses the included copper ior file that ships with Maxwell.
Image

/ Max

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PostPosted: Thu Oct 16, 2008 2:51 pm 
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Very nice "imperfection" maps. Are they tileable, and how much area do they cover?

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PostPosted: Thu Oct 16, 2008 5:02 pm 
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Maximus3D wrote:
I tried your suggestion Hervé, i'm sorry but it didn't look good, atleast not what i thought. ....


:cry:

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PostPosted: Thu Oct 16, 2008 7:45 pm 
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Bubba: Yep those maps are nice, only problem is they're not seamlessly tileable :( a material like this is only useful for small objects where it's not important if a seam is visible. I'm not quite sure i understand by 'how much area they cover' so i'll say something like 2048x2048 are most of the maps.

Now i tried to create a hammered copper material and this is what it looks like, so far..
Image
Image

/ Max

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Last edited by Maximus3D on Thu Oct 16, 2008 10:53 pm, edited 1 time in total.

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PostPosted: Thu Oct 16, 2008 7:56 pm 
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Quote:
I'm not quite sure i understand by 'how much area they cover'


I was trying to gauge how large of an object they could be mapped to in real world scale. Like a 6" x 6" or 2' x 2' piece of metal? Just curious.

That hammered copper looks good too!

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PostPosted: Fri Oct 17, 2008 11:37 am 

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nice copper, especially the scratched one.
In case you didn't know: there is a nice hammered brass in the mxmgallery. I used it a few times and even modified it to make it look like copper ;)


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PostPosted: Sat Oct 25, 2008 12:35 am 
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Bubba: Aha.. ok now i understand what you're talking about, doh! shoulda known.. :D no i have no clue about those scales, what to use, how to do and so on.. i just create and let others worry about that stuff hehe btw, thanks! :)

kami: Thank you :) and i was not aware of that hammered brass in the MXM Gallery but i'll be taking a look at it tomorrow to see what it looks like.

I revisited a old classic and tried to improve it a bit, not sure if i failed or ruined it hehe, but here's my new "enhanced" chrome material.

Ultra-mega lowres.
Image

Medium res. (thumbnail link)
Image

Uber-ultramegahighres. (thumbnail link)
Image

/ Max

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PostPosted: Sat Oct 25, 2008 3:30 pm 
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I like this one! It has a look I have been wondering how to achieve. Dull dirty metal but still specular. Hard to explain but you got it. Can you post it?

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PostPosted: Sat Oct 25, 2008 7:14 pm 
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Thanks Bubba :) it was a bit tricky to blend in the dirty surface ontop of the highly reflecitve surface without making it a too diffuse surface. Ofcourse i can share it if you wanna play around with it, i post it here now first of all and then it'll be uploaded to MXM Gallery so you all can vote on it. :D

http://rapidshare.com/files/157461369/Chrome_-_worn.zip.html

Here's a couple of more example renderings of the dirty chrome material, this time rendered on the Luxology headmodel.

Ultra-lowres
Image

Medium-res. (thumblink)
Image

Uber-mega highres (thumblink)
Image

And i also tossed together another coppermaterial just for the fun of it :)
Image

Med.res (thumblink)
Image

Fatso-highres (thumblink)
Image

/ Max

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PostPosted: Fri Dec 19, 2008 9:16 am 
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A couple of new and old materials, updated and tweaked a bit to try to improve them. Some of them you seen before such as the snow, this time i tried to add sss to it but i'm not that satisfied with the results.

Black rubber (i think..)
Image

Brass - this is a old version (bright edition)
Image

Brass - dark and old version
Image

Raw lead material (i think)
Image

A lame attempt at partially oxidized copper
Image

New snowmaterial with sss added (bad version)
Image

Same snow as above with sss but now rendered on the MXM materialball thingy
Image

Raw zinc material (hopefully)
Image

/ Max

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PostPosted: Fri Dec 19, 2008 11:09 am 
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Ah Max some great materials (me jelous) especially the brass materials, Lead,Zinc and snow! :)

The black rubber is almost there its just missing that rubber feel or look

The oxidized coppper material reflectance (less) needs slight tweaking but not alot tho as I think yours is heading more to the real thing - I do like the saturated old look - It makes sense for it to look as it does as my oxi copper looks too new and not old enough - :wink:

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PostPosted: Mon Dec 29, 2008 10:33 am 
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Hehe thanks Teabag :) but don't be envious, you're a talented mxm artist yourself and you could easily recreate better materials than these i posted. About the black rubber, yep you're right it needs more work. It's everything but plastic now. :D
The oxidized copper material definately needs more work, good suggestions you came with and i'll put them to use soon to try to improve it more. :) but i'm gonna admit it's a difficult material to recreate, one of the toughest one's i worked on so far.

Here's a couple of new and old one's updated and worked on some more..

Very dark brass (or bronze..) :) this one should go into the other collection of metals i recently uploaded on the MXM Gallery.
Image

A updated black plastic which uses displacement for it's small surfacebumps
Image

A brass bell, Christmas Edition. Santa's reindeers often wear these types of bells.. :)
Image

Quartzcrystals, or crushed ice material.. something like that should this be.
Image

/ Max

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PostPosted: Mon Dec 29, 2008 1:27 pm 
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:shock: WOW
The Quartzcrystals are superb!!!


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PostPosted: Mon Dec 29, 2008 2:15 pm 
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Thanks m-Que :oops: that quartzcrystals material took forever to render that clean, and it's still not as clean as i would like it to be. Maxwell cooked it for 19 hours 11 minutes and 32 seconds and reached SL 12,67.
The blackrubber material took 12 hours 34 minutes and 50 seconds to render and it reached SL 15,27 in that time. Horrible rendertimes to be honest. They render so slow that these materials are totally useless for anything besides experimenting.

But.. i also liked the way the crystals look. :)

Another testrender with higher displacement
Image

/ Max

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PostPosted: Mon Jan 05, 2009 9:51 am 
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[Edit] : I decided to remove these rust materials.

/ Max

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Last edited by Maximus3D on Mon Jan 05, 2009 2:55 pm, edited 1 time in total.

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