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UER Forum > Archived Rookie Forum > UE rust textures (Viewed 207 times)
slicexbread 


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UE rust textures
< on 8/29/2009 7:55 PM >
Posted on Forum: UER Forum
 
Hi everyone.
I joined UER a while ago, but havent been very active in the forum. I'm an aspiring 3d animator, and I'm always snapping hi-res photos of cool textures that I see in daily life. If you're not familiar with the process, hi-res photos are used in 3d animation to cover models you've built in the computer. Wall-e's rusty exterior for example, was texture mapped onto the character from a photograph or drawing.
I havent had the opportunity or the know how to do very much Urban Exploring, but when I do get the chance, I come home with hundreds of really great textures of rust and decay. Every square inch of an abandoned building is beautifully aged and has so much character. I've posted a few of my photographs of some really great rust that I found in the abandoned Linda Vista Hospital about a year ago, enjoy

slicexbread 


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Re: UE rust textures
<Reply # 1 on 8/29/2009 8:07 PM >
Posted on Forum: UER Forum
 
The quick gallery creator seems to have failed me, let me try to post these pictures again


150801.jpg (141 kb, 800x533)
click to view


150802.jpg (122 kb, 800x533)
click to view


150803.jpg (151 kb, 800x533)
click to view


150804.jpg (128 kb, 800x533)
click to view


150805.jpg (149 kb, 800x533)
click to view




AnAppleSnail 


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Re: UE rust textures
<Reply # 2 on 8/29/2009 9:31 PM >
Posted on Forum: UER Forum
 
Aw, you've knocked all the cool rustiness flat. Use off-set lighting to get full rust powers.


Multiple light sources are killing off all my shadows, and make this look pretty fake.

The white parts glow when hit by intense light.

Delicious iron gate with rust chunks the size of my thumb.

Look at the left side. The light is off to the side of the camera, so the shadows give true depth to the rust.

The light was near the camera, killing most of the shadows

Careful with light, the shape is completely hidden here.

The entire object is covered in rust, only careful lighting shows the old reinforcement on the hatch.

Tasty pipe.

Probably the hardest thing about modern graphics is that shadows are not easy to do. If you want more than rust 'paint' to throw on a wall as a skin, you can't get full run-your-hands-over-and-feel-it rust without something along the lines of ray-tracing. Static lighting sources have been replaced with an equipped flashlight, so that the hero can pretty much do any dickish thing he wants, like go look for corners you forgot to texture.

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aurelie 


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Re: UE rust textures
<Reply # 3 on 8/29/2009 9:41 PM >
Posted on Forum: UER Forum
 
pretty rust:

http://news.devian...com/article/78298/

reckless thoughts abide; anachronistic and impulsive.

loosely jacketed against the cold and ten thousand worlds for the choosing.
slicexbread 


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Re: UE rust textures
<Reply # 4 on 8/29/2009 10:31 PM >
Posted on Forum: UER Forum
 
Posted by AnAppleSnail
Aw, you've knocked all the cool rustiness flat. Use off-set lighting to get full rust powers.

Probably the hardest thing about modern graphics is that shadows are not easy to do. If you want more than rust 'paint' to throw on a wall as a skin, you can't get full run-your-hands-over-and-feel-it rust without something along the lines of ray-tracing. Static lighting sources have been replaced with an equipped flashlight, so that the hero can pretty much do any dickish thing he wants, like go look for corners you forgot to texture.


These photos are great. You're absolutely right, I knocked out all of the shadows and made this rust look rather flat on purpose. Photographing rust for art is completely different than photographing for textures. You cant have shadows in a texture, because the shadows cast in the texture may be set in a completely different direction than the shadows cast by the lighting in the scene. If you want shadows in a modeled scene, they all have to be made with raytracing, once you start pasting shadow textures on a model you run into a heap of trouble fast.
If I wanted an extremely detailed object covered in rust that actally did cast bumpy rust shadows, I'd probably apply a bumpmap. Bumpmaps automatically give an object little bumps and crevices which could then cast real raytraced shadows for a very realistic look.

accessgranted 


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Re: UE rust textures
<Reply # 5 on 8/30/2009 1:42 AM >
Posted on Forum: UER Forum
 

and I'm always snapping hi-res photos of cool textures


What do you consider to be hi-res and what is needed to use such a texture for 3D?

splumer 


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Re: UE rust textures
<Reply # 6 on 8/30/2009 2:06 PM >
Posted on Forum: UER Forum
 
There was a shot over in the photo forum that got me thinking: why not back out a bit and take a shot of a larger area as a texture? The pic in question showed a linoleum tile floor where the tiles had all come up, and they were all sort of askew. I immediately thought of you when I saw it. Would make a cool texture for... well, something.

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Re: UE rust textures
<Reply # 7 on 8/30/2009 7:55 PM >
Posted on Forum: UER Forum
 
I have a bit of experience with raytracing (but not a lot with textures) but for a reasonably realistic rust look that is made entirely in-raytracer, I'd use 2 layers:

Bottom layer: solid brownish rust with a very fine-grained pattern (or maybe just use random) that goes trough different browns.

Top layer: use the same pattern as layer 1, but use a bozo (this is how they call it in povray) map with a sharp cutoff at, say, .8 for the opacity, so that 1-.8 is fully transparent and 0 - .8 is fully opaque. This layer needs to be offset 1 mm to the outside of the bottom layer (this is easy only for very simple objects such as flat walls). This layer then is for the "flakes"

For extra reality, use the same bozo pattern for a bump map so that 0 is deep and 1 is high, so the flakes' edges are a bit higher.

Unfortunately, povray doesn't really apply a bump map to height, otherwice, layer 2 didn't need to be actually offset to layer 1.

However, this is just theorethizing, I've never tried this myself.

P.S. Very nice pics all

Posted by MapMan | 18/9/2005 19:25 | Hedy Lamarr made porn?
Posted by turbozutek | 20/9/2005 2:29 | Dude, educate us!
slicexbread 


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Re: UE rust textures
<Reply # 8 on 8/30/2009 10:14 PM >
Posted on Forum: UER Forum
 
Posted by accessgranted

What do you consider to be hi-res and what is needed to use such a texture for 3D?


My photos are 3072x2048 and about 6mb. The resolution of the texture really depends on what you're using it for. If you're designing a video game, you have to use very small file sizes for your textures, because there's a finite amount of space on a game disk or cartridge. If you're making a movie or photograph, you're really only bound by hardware, software and render time you're willing to wait.
As to you're other question, I'm not sure what you mean by "what is needed". I use a program called maya for my 3d modeling. It's a very expensive and hard to learn, so if you're just starting I recommend either blender or google sketchup to start learning how to model and texture.

slicexbread 


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Re: UE rust textures
<Reply # 9 on 8/30/2009 10:21 PM >
Posted on Forum: UER Forum
 
Posted by IIVQ
I have a bit of experience with raytracing (but not a lot with textures) but for a reasonably realistic rust look that is made entirely in-raytracer, I'd use 2 layers:

Bottom layer: solid brownish rust with a very fine-grained pattern (or maybe just use random) that goes trough different browns.

Top layer: use the same pattern as layer 1, but use a bozo (this is how they call it in povray) map with a sharp cutoff at, say, .8 for the opacity, so that 1-.8 is fully transparent and 0 - .8 is fully opaque. This layer needs to be offset 1 mm to the outside of the bottom layer (this is easy only for very simple objects such as flat walls). This layer then is for the "flakes"

For extra reality, use the same bozo pattern for a bump map so that 0 is deep and 1 is high, so the flakes' edges are a bit higher.

Unfortunately, povray doesn't really apply a bump map to height, otherwice, layer 2 didn't need to be actually offset to layer 1.

However, this is just theorethizing, I've never tried this myself.

P.S. Very nice pics all




This is very interesting, I should experiment with trying to make realistic rust without any photo texturing at all. If I could apply some color to only the highest peaks of the bump maps, it would hopefully look like realistic, raised rust



snap228 


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Re: UE rust textures
<Reply # 10 on 8/31/2009 12:30 AM >
Posted on Forum: UER Forum
 
I know nothing about computer animation (and I do mean nothing), but is there any chance of you posting some of these super-cool 3D creations? I'd very much like to see them.

IIVQ 


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Re: UE rust textures
<Reply # 11 on 8/31/2009 6:18 AM >
Posted on Forum: UER Forum
 


I played around a bit with POVray in 2000, didn't go really deep into it. However, this was one of my experiments. I don't really know how I did the rust anymore, it's just a "simple" pattern I think.

I don't think the power of "high end" programs like Maya is in it's raytracing abilities - it can do only a little better than POVray - but in it's editor which is used to build the scenes. In Maya you can basically drag and drop (but it still is not something that should be considered "easy"). POV requires notepad .

Posted by MapMan | 18/9/2005 19:25 | Hedy Lamarr made porn?
Posted by turbozutek | 20/9/2005 2:29 | Dude, educate us!
UER Forum > Archived Rookie Forum > UE rust textures (Viewed 207 times)



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