View Full Version : Metal Rendering Techniques
Highfive
August 15th, 2002, 11:21 PM
I'm currently trying to improve my technique on rendering metal surfaces like chrome and gun metal by getting the correct amount of shininess and the best gradient from midtone to shadow. At the moment, a lot of my metallic stuff looks plastic or paint-covered.
http://members.ii.net/~jonb/images/A10_detail03.jpg
This is the best result I've got so far for a shiny metal surface, with nicks and dents added for extra effect:
http://members.ii.net/~jonb/images/metal_sample2.jpg
Also, here's a progression of a gold texture I've tried to render as well:
http://members.ii.net/~jonb/images/hardway01.jpg http://members.ii.net/~jonb/images/hardway02.jpg http://members.ii.net/~jonb/images/hardway03.jpg
http://members.ii.net/~jonb/images/hardway04.jpg http://members.ii.net/~jonb/images/hardway05.jpg http://members.ii.net/~jonb/images/hardway06.jpg
espaki
August 16th, 2002, 02:17 AM
Looks good. The perspective seems a little off on the horns of the dinobot, but you are focusing on the rendering and not the pic so I will leave it alone. I have found that by using 3d software, I have learned quite a bit about specular highlights and glossiness, as well as reflections and lighting/shadows. If you have access to any 3d sfotware, you should spend a little time exploring the material editor.
On metal textures, not only is there a strong highlight, but, the un-highlighted area is usually pretty dark. try adding some reflections to your gold a bit too. Overall tho, I like your style.:chug:
-Nate
Highfive
August 16th, 2002, 03:11 AM
Thanks, espaki! Yeah, the perspective does look wrong on that horn, and since this is working towards being a finished piece I'd better touch that up as soon as I can to be sure.
I've been using 3D Studio Max for 5 years so I'm familiar with the material editor with it's specular hilites and shaders, but I haven't tried to understand exactly how they work yet. That sounds like the way to go. Just modelling in Max seems to teach you how to interpret form in 3D space so using these packages to assist your art style can't be too bad.
The environment around these metal objects is going to be grasslands and pine trees in daylight so I'm figuring that while there will be a very strong hilites from the sun, the rest of the metal surface should be reflecting the strong ambient light so some degree. As soon as I start work on the background, we'll be able to see how much reflected light there needs to be.
As for the reflections of the gold, they should be visible in the from the second image onwards. There's six progresses of how the gold was rendered. Did they all show up?
jeroentje
August 16th, 2002, 06:01 AM
You're doing pretty good on the dino.
Remember that chrome is a mirror. So for drawing chrome there's a little trick you probably found yourself: draw in a non-detailed flat landscape with a low-mountain-horizon. But 'cause chrome is that mirror, you would also see bits of the bone (or wood?) reflected in the horns. And in some places even a horn reflecting in the other horns etc.
Usually it is also a good idea to put a main highlight reflection in (the sun).
Good luck and keep up the good work, jeroentje :chug:
Highfive
August 18th, 2002, 08:58 PM
jeroentje - yep, chrome is definitely a mirror, but I hope you never have to paint to the level of detail where the horns showing in the reflections show their own reflections, which in turn are reflecting something else! But they've got to reflect more than the landscape so I usually add streaks and curves to add detail to the reflections. Thanks for your feedback :D
Got two legs rendered now:
http://members.ii.net/~jonb/images/metal_sample3.jpg
TJ Verhagen
August 19th, 2002, 02:13 AM
Cool!
Heh.. I always loved those dinobots hehehe..
nice job on the chromes n metals:)
blackrazor
August 20th, 2002, 06:47 PM
I love the metal rendering- anybody have any tips on rendering stone on a similar fashion? I have tried searching with google, but I keep getting 3D rendering sites... ;)
-br
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