Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 28-11-2007 , 03:27 AM
Registered User
Join Date: Mar 2007
Posts: 1,055

Making a metal like material

I've been experimenting with blinn and phong, to try and create a metal like material. Something which is silver in colour and a little reflective.

The colours just don't look correct. Anyone know how to make one - and also, is there some kind of guide as to what parameters can be used on a material (specularity etc) to simulate different types of surface (in a similar way that you can consult a refractive index for refractivity)?

cheers,

gubar

# 2 28-11-2007 , 10:22 AM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131

hmmm...

Go to highend3d.com and download a metal shader. Load it and take a look at how it's made. Look at the inputs, outputs, bumpmaps, textures etc. Sometimes you got to dissect things to find out how they work. It's usually what I do with other people's rigs, models and shaders to get a better understanding of how they created it.


EA Games
# 3 30-11-2007 , 01:35 AM
Falott's Avatar
Registered User
Join Date: Jan 2005
Location: vienna
Posts: 1,095
follow djknucklez1´s advice but 1 thing I can tell -

blurry reflection. this is a very important aspect. reflections of metals are blurry most time, exept chrome or something. bumpmaps and texturemaps help a lot but as soon as you make the reflections blurry you´ll notice a big difference.

good luck!


everything starts and ends in the right place at the right time.
# 4 30-11-2007 , 02:22 AM
jsprogg's Avatar
Lifetime Member
Join Date: Feb 2004
Location: Chicago
Posts: 1,712
The way to create a metal texture is to use a blinn and leave the color mapped to a dark value (even the dark grey) and change the color of the Specular Color and then change the Eccentricity value to get the specular highlight you need.




2 x Modeling Challenge Winner
# 5 01-12-2007 , 05:24 AM
Registered User
Join Date: Mar 2007
Posts: 1,055
Thanks for the replies folks. Haven't had a chance to try them yet but all sound like solid starting points, blurry reflections, the use of colour/specular colour and looking at pre-made shaders.

cheers,

gubar

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads