Been working on this trumpet for the past hour that I started around early April. Still needs some detailing on the tubing or whatever it’s called. This is a BI render, maybe the material is too shiny/glossy?
The model looks good! The materials and lighting could use work. Why aren’t you using Cycles? This is like the perfect scenario for cycles.
I went with your advice! I’d say it’s a step in the right direction for sure. But I think the current material feels a little “soft” maybe?
The model is very fine!
As for the material, you could start with baking an AO map in BI, than you could use it as a subtile mix factor between glossy (metallic) and diffuse shader in Cycles material.
Otherwise you can use it for dosing roughness in the glossy shader.
Or you can do both, so to simulate oily dirt in the corners.
Just a little bit, in case.
paolo
Thanks for that, that sounds really interesting! I’ll try and get onto it!
You could try also to apply a very thin scratched texture in the roughness slot of the glossy, in which, don’t forget, the white represent full roughness. The best way to use it should be as mixing factor between two colours, the former being the dark colour for max reflections, while the latter is the lighter gray for scratches.
I hope it can sound clear enough.
paolo
Also take a look at a real trumpet and notice that it’s not all gold-colored, but also silver-colored on some parts. In addition, an HDRI reflection map would help realism, but I’m not sure how to do that with Cycles.
Yep. It needs something to reflect.
Tried some of your tips, guys. I’m sure I’m doing something wrong because the ideas are great and I’ve seen scratch bump mapping done really well. Mine looks more like gashes/scars than surface scratches. As you can see in the materials picture, the displacement from the scratch texture is almost completely off.
That looks very good. Is the whole thing one object, or are all the valves separate objects?
Thanks a lot. No it’s not one whole object. The main tubing is done with a circle and standard extrusions, and the valves and mouthpiece are done with NURBS surfaces for more control.
nice modeling! I used a scratched metal texture recently, thought you might want to see it for some ideas
http://www.blendercycles.com/misc/materials2/