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abdelkarim
03-10-2010, 01:43 PM
:help: how i can textured this detail or how i can model it in modeler ??????

http://yfrog.com/0nfinaldgj



thnx for all help :help:

abdelkarim
03-10-2010, 01:44 PM
plz help me plz! :help:

4dartist
03-10-2010, 02:23 PM
I would recommend a bump map...

All of the parts circled in red could be textured onto geometry, there is no reason to model in those details with polygons.

abdelkarim
03-11-2010, 01:01 AM
give some tutorial plz

or screen shoot

thnx

4dartist
03-11-2010, 08:15 AM
There have to be hundreds of tutorials already created and not to mention training videos. There is also the instruction manual and dan alban books. Using the search feature would be helpful in finding links to all of the above.

You want to find material on UV mapping and texturing.

3djock
03-12-2010, 09:58 AM
I would recommend a bump map...

All of the parts circled in red could be textured onto geometry, there is no reason to model in those details with polygons.

My guess is it is more likely a normal map or a combination of the 2..

abdelkarim
03-15-2010, 03:01 PM
give plz screen shoot plz

MooseDog
03-16-2010, 09:42 AM
give plz screen shoot plz

no problem:

Rove
03-16-2010, 10:27 AM
no problem:
:d

jameswillmott
03-16-2010, 10:34 AM
no problem:

Win. With a side order of awesome-sauce.

abdelkarim
03-17-2010, 07:25 AM
lol but

i mean with screen shoot of technique to uv map this texture

abdelkarim
03-17-2010, 07:28 AM
its very esay to write in google lightwave 3d uv map texture or somthing that

but , in this picture a detail in t shirt its very nice (bump) ,

need help

MooseDog
03-17-2010, 08:03 AM
its very esay to write in google lightwave 3d uv map texture or somthing that

but , in this picture a detail in t shirt its very nice (bump) ,

need help

really?

seriously son, it's no more difficult for you to start clicking on the 116,000 links the goddess google has provided for you/us/me under this subject/search.

help comes from oneself, first and foremost. start clicking, start reading, start experimenting, start failing, start succeeding.

abdelkarim
03-17-2010, 04:06 PM
lol

Jorge suarez
01-07-2011, 04:35 PM
Try to do more research on MORPH and planar projections.

Basically it is applying "morph"into a complex object to smooth as much as possible, then apply UV map projections planar and then delete the morph and watch the results.

Jorge suarez
01-07-2011, 04:38 PM
The details on the shirt were placed with successive layers of surfaces. Try adding BUM and other more BUM with diferent intensity

abdelkarim
01-11-2011, 06:17 AM
thank You.

abdelkarim
01-11-2011, 11:21 AM
how i can closed this thread ?! ?!

4dartist
01-11-2011, 11:28 AM
you can't.

archijam
01-11-2011, 03:59 PM
But for anyone tripping over this thread, and to make it all worthwhile, there is a tutorial on that image (tho it doesn't go into the textiles):

http://www.cgarena.com/freestuff/tutorials/misc/laespera/laespera.html

jeric_synergy
01-18-2011, 01:14 PM
That's too bad: that shirt detail is very impressive.

Hell, the whole thing is very impressive.

abdelkarim
01-23-2011, 10:39 AM
i think u just try normal map . nice result on cloth ex..

crazybump .

stiff paper
02-15-2011, 11:01 AM
I know this is a somewhat dead thread now, but...

If you follow the link to the tutorial it's completely obvious from the images on page 3 that all of the major detail on the chair is being put there using displacement maps.

Being as it's 2011 it would seem obvious that the chair detail was done with ZBrush, Mudbox or 3DCoat, and then displacement maps were saved out for use in LW.

However, it isn't the only way it could be done... back in the pre-zbrush era I sat there a few times hand painting displacement maps for cushions on sofas and chairs, painting in lumps, bumps, wrinkles, seams and stitching. Essentially you'd want to use several different layers of displacement maps, so that you can tweak how high the stitching is raised, how much the indents are indented, etc.

As it's a still image, the chair can easily be extremely highly subdivided and displaced with (a) very high res map(s). If that's so, the stitching would be geometry.

Then it's just a question of coming up with some nice textures and knowing what you're doing with surfaces.

Or is that not what you were asking?