So I’m new to blender and have just been exploring it for about 2-3 months now. This is my first render that I’ve done to a somewhat complete state.
I gave myself a project to figure out texturing this past weekend and this is what I came up with, discovering a lot along the way! It took about 2 1/2 days 8 hours a day for model building and texturing, done with Blender and cycles.
I’d like to work on a more interesting interface for the targeting system on the back panel but otherwise I think I’m done working on this though I’m aware of a number of flaws.
Very well done, especially for a first project, Ibycus!
Your texturing is very believeable, and holds up well under scrutiny.
I appreciate the attention to detail you’ve given the model, such as the imperfections in the fabric sleeve cover (I’m not sure of what to call this, as you may have noticed!)
The lighting works to enhance the mood of the piece as well. Great work all around.
Thanks guys. I must say I was inspired at first by being reminded of the movie barberella but then found myself thinking of the fallout video games while making it.
Incredible, love it. Like everyone else has been saying, the texturing is amazing. I’m new to blender too, just wondering how you get the rust spots to stand out like that, as though they are actually on top of the metal? Is that something you are doing in the texturing phase or are you sculpting those details?
Hi guys, i only say the texture is great you use bump and specular map in great level would you give me a detail from how do you do in texture and material ?
It’s really old Raygun.
Wow really great! I like the rusty texture on it. I’m new to blender and can’t do anything when it comes to textures. I’m hoping to post a render similar to this soon but with an older gun from ww2 (i think, forget when it was actually made and the name right now). Hopefully it will turn out as well as yours did! Good Job!
So a did a little node set up to show the basic principle for how the rust was achieved in these images.
I just used the displacement factor in the material output. In this case there are two main things determining how the bump looks. First is the color ramp; you adjust the slider for the white and the black to change contrast and the contrast ultimately effects how much is pushed in or pulled out. The invert node is determining if the texture is pushed in or pulled out. Also the multiply node is determining how extreme it will be (I tend to go shuttle here).
Playing with the ramp and multiply are the two major things.
My only problems with this approach are that it doesn’t apply the bump to the mesh and also it looks a little to HDR for my taste and I need to find a way to soften the edges…any ideas?
Thanks so much for posting that node setup, I’ve never thought of using the displace function this way. Do you have any links to good tutorials that go more in depth, or is this something you just played with and put together yourself? I’d love to know more…