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Thread: Matt grey painted metal...

  1. #1
    May the sauce be with you starbase1's Avatar
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    Matt grey painted metal...

    This ought to be about the simplest thing possible but...

    Anyone got any suggestions for a convincing matt grey painted metal?

    I did a simple colour, added a slight specular sheen, a bit of "colour highlights". It's not that it's bad, it's just way too uniform, and particularly when used for larger areas, is not really convincing. No sense of any detail.

    I'm after something that is basically similar to a painted plane wing, (it's for a rocket), fairly freshly painted so I can't add rust or dirt to give character. In theory it's also rather smooth, which suggests that bump is the wrong approach, but that doesn't leave a lot to play with!

    Nodal or layered, anyone got any suggestions?
    Nick
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  2. #2
    Working Monkey StereoMike's Avatar
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    I would give it a slight small bump. The same kind of bump you see in thick painted industry machines. Maybe not that bumpy, only that bit that would be slightly seen in refelctions and specular (very little).

    mike
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  3. #3
    May the sauce be with you starbase1's Avatar
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    I see what you mean, and perhaps a little noise in the specular channel would help too...

    I think I need to knock up a simple scene to test this.

    One of my reservations is that it will be used on a very large object, which I don't plan on seeing this close up...

    Thanks,
    Nick
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  4. #4
    NewTek Developer jameswillmott's Avatar
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    Quote Originally Posted by starbase1
    This ought to be about the simplest thing possible but...

    Anyone got any suggestions for a convincing matt grey painted metal?

    I did a simple colour, added a slight specular sheen, a bit of "colour highlights". It's not that it's bad, it's just way too uniform, and particularly when used for larger areas, is not really convincing. No sense of any detail.

    I'm after something that is basically similar to a painted plane wing, (it's for a rocket), fairly freshly painted so I can't add rust or dirt to give character. In theory it's also rather smooth, which suggests that bump is the wrong approach, but that doesn't leave a lot to play with!

    Nodal or layered, anyone got any suggestions?
    Nick
    A light dose of soft reflections works wonders for metal.
    LightWave3D training, assets, news and discussion at www.liberty3d.com
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  5. #5
    Fórum áss clówn Hopper's Avatar
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    Just out of curiosity Mike, what exactly is that sticker telling you not to do? "Don't high-five while sitting on the shredder" ?? "Do not operate the 'Boss-Launcher 2000 Pro' without management supervision"?
    Playing guitar is an endless process of running out of fingers.

  6. #6
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    For what its worth I think the sign is telling one: not to pat King Cobra whilst Sitting on Box, but then again I could be wrong.

  7. #7
    Working Monkey StereoMike's Avatar
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    lmao!
    I guess it says: "Don't sneak up on the trash bin and try to steal a broken hockey stick!"

    No, really, it says you shouldn't ride electric hand pallet trucks. What a pity. It's such fun. The pic is from my reference folder. I have to deal with these rather frequently (for doing LW, not storing pallets...).

    mike
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  8. #8
    May the sauce be with you starbase1's Avatar
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    Ok, I set up a test scene with a big cube (about 4m). A mix of soft spotlight and radiosity for lighting, and a human figure with the camera at his eye level so that any implied scale errors will show up.

    I'll share the surfaces when I am finished.

    Anyway, here are some images including a 'limestone' sort of texture I bumped into on my way to it!

    The main thing I did was a low level of fine scale bump, with lots of levels, and a spec texture at a somewhat different level to the main setting, again lots of levels.

    I think it maybe looks a bit too metal, but I think it is getting there. I've stared at it too long, so I'd really appreciate some constructive feedback!

    Nick
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  9. #9
    Working Monkey StereoMike's Avatar
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    For my taste it's way too err...messy (I don't know another word for it right now). The pattern draws too much attention. If it's so big (and you don't need close ups) you should consider dropping the spec/bump pattern alltogether and just apply a blurred reflection map (or blur raytraced reflections), just as jameswilmott said. After all it's matt - but bumps are better to see on shiny surfaces, so dropping them for the matt paint should work, I guess.

    mike
    If you are not paying for it, you’re not the customer; you’re the product being sold.

  10. #10
    May the sauce be with you starbase1's Avatar
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    I see what you mean, I have the effects way too strong, I'll tone things down a lot.

    I'm not so sure about the other suggestions though... I think reflections from matt paint would be negligible, though looking at real world stuff a soft broad specular highlight to some degree is there, particularly when there is a strong point like light source.

    Thanks for the suggestions, plenty of food for thought there.

    Nick
    Faith is the opposite of Intelligence.

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  11. #11
    May the sauce be with you starbase1's Avatar
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    OK, everything toned down, trying again.
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  12. #12
    Working Monkey StereoMike's Avatar
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    Much better. Maybe up specularity a bit, glossiness seems right (maybe you have to decrease glossiness slightly when you up spec, to avoid it getting to bright on too much of the surface).

    refering to the reflections: maybe you can apply an image that would give a very blurred idea of the light conditions/sky ground. Nothing exact, just a blue/brown pic with a big white spot (and much blurred).
    I can't promise that this will work, it's just an idea

    mike
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  13. #13
    May the sauce be with you starbase1's Avatar
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    Thanks, I'll try the specularity. I think that it will tend to pick pick up local colour from the radiosity - I expect to use this for almost all the renders, and that should give an appropriate hint of colour.
    Faith is the opposite of Intelligence.

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  14. #14
    Uber Noob IgnusFast's Avatar
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    Quote Originally Posted by starbase1
    Ok, I set up a test scene with a big cube (about 4m). A mix of soft spotlight and radiosity for lighting, and a human figure with the camera at his eye level so that any implied scale errors will show up.

    I'll share the surfaces when I am finished.

    Anyway, here are some images including a 'limestone' sort of texture I bumped into on my way to it!

    The main thing I did was a low level of fine scale bump, with lots of levels, and a spec texture at a somewhat different level to the main setting, again lots of levels.

    I think it maybe looks a bit too metal, but I think it is getting there. I've stared at it too long, so I'd really appreciate some constructive feedback!

    Nick
    No insult intended - I swear, the first one looks like a salt lick....

  15. #15
    NewTek Developer jameswillmott's Avatar
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    Quote Originally Posted by starbase1
    OK, everything toned down, trying again.
    You know what would really convince someone that this is metal is things like seams and rivets. Even if the texture isn't quite right, these extra details would help make up for it...
    LightWave3D training, assets, news and discussion at www.liberty3d.com
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