Futsal

I tried to do something realistic!
I think I’m gonna add flags, banners, advertising boards on the wall… :slight_smile:




Other angles



Scuff marks from player’s shoes and hit marks on the walls from the ball. Turn down the hot spots with some color management and improve the painted metal material. Looks great!

well done so far. you need dirtareas at the handle and the footregion of the door, because people often touch it there with their hands and feet.

Thanks! :slight_smile:

I started this project with an idea of something new. I could add scuff marks but sincerely I don’t know how could I add them with my configuration?

I’ll show you a pic to explain how I created the court :



It’s not a big texture, I created the lines, than I fill the gaps with triangles (I didn’t mind about triangles because it’s flat).
I used this config because I tried to do a soccer field with grass (it was simply a plane with a texture), but the texture was HUGE to have a fair quality…
So, if I add scuff marks, I could add a plane (1mm above the court) with an alpha texture. I don’t know if it’s a good idea or not?

For the court I only have 2 textures that are repeated :

  • Blue (+ specular map and normal map)
  • White (+ specular map and normal map)

By the way this config offers me straight and accurate line ^^

What I like with this project :
I only have 86.000 triangles
Though my computer needs 2-3 hours to render (because there’s a lot of lights)

Well, you could model the markings as an own object using curves. Thats gonna save you many verts. Also you could have a little extra 3D-effect for it (solidify), like in reality the paint wil have a certain thickness. Also it will stay very flexible for editing.

dirt and scuff marks can be added as repeating image texture. You just use the same uv coordinates for the white line material and for the blue floor material. Also if you wish to, you can create a mask to make the dirt be more visible in certain areas.

You can also make a projection UV instead of an unwrap. Just set the camera to look down from ortho view and unwrap from view.

Nice Model Looks really GOOD. You may be able to generate floor textures procedurally I have done this a lot using the internal texture generators rather than using a image texture. This can get around the resolution problem. You may be a little clipped on the walls under the lights. Some use of colour correction in the compositor after render can be useful. If you save your render as a multilayer exr file it preserves brightness values beyond peak white. So you can adjust this in the compositor without having to re-render.