View Full Version : Texture Gold Help
SteveyConlan
08-20-2010, 04:47 AM
Hello! I was just wondering if anyone could give me a bit of advice for doing a gold texture, the actual reference of this had no gold, but I wanted gold on it. Unfortunately, I couldn't make it look right, I don't know if it's just a specular map is needed or that there is no reflection in it.
It is being used for a horror game and the record is going to spin really slowly backwards so quite a bit of attention may be drawn to it. Would a specular map be a helpful solution, I could make room for a low resolution one.
Comments and Criticism welcome, 10 points for the one who can name the record being played.
http://img807.imageshack.us/img807/802/recordplayeradjustments.jpg (http://img807.imageshack.us/i/recordplayeradjustments.jpg/)
THE 5
08-20-2010, 05:04 AM
I did it this way:
Darker, strong saturated yellow/brown Diffuse and brighter yellow for the Specular. Though my gold could look better I suppose, well I am no expert.
http://fc08.deviantart.net/fs71/i/2010/077/8/a/Coresword_2___Details_Sheet_by_The_5.jpg
I don't want to be a attention whore posting that picture, but there is my Textures breakups on it :S
EDIT: just posted the link instead of the picture
SteveyConlan
08-20-2010, 05:54 AM
Yeah that looks about right I might have to give that a try cheers for your help. I hope you don't mind me eye dropping that colour :)
P.S nice sword :)
Noors
08-20-2010, 06:29 AM
Question is do you plan to use a shader with specular/reflection map, or is it supposed to be prelited like in world of warcraft e.g ?
Use references anyways :)
I really depends on if your hand painting the details or using reflections, but its about knowing the properties and look of it.
Bright white/yellow highlight, and the main color is a dark yellow orange, reflections will help sell it.
http://imgur.com/Pnyxw.jpg
Here's a good list of metal shaders to look at to compare normal metal to dull to scratched to brushed.
http://www.indigorenderer.com/materials/categories/6
SteveyConlan
08-20-2010, 07:31 AM
I am using Unity to piece it all together and I know that shaders can be used but I don't know exactly how to piece on different parts of a mesh (if possible) I know you can apply it to a full object, I'm just not sure about individual parts. I can't code shaders either most of what I use I find scouting the Unity Forums. This is a small object and whilst I notice it when I look at it in Unity, it's probably not even noticeable to someone who is looking out for things. The main reason is that in the past I have had trouble putting metal textures onto objects with them not looking like they are just copied from an image.
I'll look at those metal shaders though thanks a lot. :)
My Reference: I just wanted a gold on most of it I think the black looked a little too boring.
http://img404.imageshack.us/img404/1499/steepletonenorwichrecor.jpg (http://img404.imageshack.us/i/steepletonenorwichrecor.jpg/)
The simplest way would be to export the "gold pieces" as a separate file and just apply different materials to each part.
The easiest way to get a gold looking shader would be something like this.
http://imgur.com/umllv.jpg
There are reflective shaders in unity, but you have to also generate a cube map.
SteveyConlan
08-20-2010, 08:17 AM
Yeah I might just do it this way, as that does look a lot better than my painted attempt. I know about cube maps, I just wonder if it is a bit of a waste for a small(ish) object.
for gold you sorta need reflections. can be just a b/w cloud render from photoshop tinted yellow or orange - depending on what kind of gold you are going for.
Calabi
08-20-2010, 08:40 AM
There is a way you can do it without cubemaps. I dont know if this thread will be any good, but it seems to work quite well.
http://forum.unity3d.com/viewtopic.php?t=42026&highlight=matcap+shader
But with matcap materials, you'd need the lighting on the rest of the object to match 100% or else it'll look weird.
Calabi
08-20-2010, 09:49 AM
But with matcap materials, you'd need the lighting on the rest of the object to match 100% or else it'll look weird.
You could just use a simple highlight. From the refs I checked the reflections are really diffuse and non distinct.
Just did a quick test. Seems to look ok, I dont know. Works differently on flat surfaces doesnt reflect all the details.
http://a.imageshack.us/img834/1638/goldmatcaptest.jpg (http://img834.imageshack.us/i/goldmatcaptest.jpg/)
Any kind of metal materials that have a low diffuse, you definitely need some form of reflections to help sell the surface.
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