Designing Man-Made 3D Materials

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In the Material Editor of your 3D Application, many visualization professionals primarily create man-made materials.
The materials mimic the surface information of the everyday objects that you can see looking around the room or glancing out the window.
Even materials you can only imagine in a fantasy world are based on materials you know.
The best part about creating these materials is that, often, you have ready references at hand.
You can look at a nearby object or call up an image on the Internet for a quick example of what you need to create.
Image scanning or digital photography can be employed to capture files of materials for later reference.
Creating material imperfections: The role of geometry on man-made materials and adding "grunge" to materials.
Creating Material Imperfections: Look more closely at your immediate surroundings.
Your keyboard is probably made of simple beige or gray plastic, but the closer you look, the more you see.
Notice those black areas around the frequently struck keys and where your wrists make contact.
How about those little splatters of coffee and the soft layer of dust between the number keys and the function keys? Looking farther on your desk, there are Post-Its with scribbled notes and phone numbers.
And Do not forget those old 3D Studio and your 3D application boxes that are falling apart on the bookshelf beside the dog-eared manuals because of a bad glue batch.
Although these objects are man-made, they exist in nature and have been affected by the forces of nature with the randomness of natural organic objects.
In computer imagery, this natural phenomenon is often referred to as grunge and is as important to quality materials as the bitmaps used.
If you Do not mimic the flaws and imperfections on the surface of real-world objects in your your 3D application creations, your scene is sure to look too clean and "plasticy.
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