Apples ( play whit UV ruby
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hi all friend ,and so aorry for late answer ,
i did some more renders , and think one of them is better ....and also here is the skp ( including small tut on texture editing and preparing in PS )(a have zipped it).
cheers majid
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Thanks Majid, excellent renders and very generous of you to share the textured model and tutorial.
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thank u all for your kind words , ... also i used other maps for shinness and bump map in kt , and sorry for not to sharing them .... but I hope the tutorial can help u to make your own textures...
majid -
@unknownuser said:
i did some more renders , and think one of them is better ....
I love the first one. The out-of-focus foreground gives it a seriously close-up feel, and the lighting on the dented apple in the back is perfect.
This image belongs on one of those "you won't believe it's not a photograph" postings that pop up on DIGG every now and then...
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Thank you Majid for sharing your know-how. Very close to reality theses apples. How long did you work on such a drawing ? It's near perfect
MALAISE
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@malaise said:
Thank you Majid for sharing your know-how. Very close to reality theses apples. How long did you work on such a drawing ? It's near perfect
MALAISE
sorry for so late answer ... First i take a foto using my cellphone and about 2 days later i started the modeling and texturing .. it tooke me about half day , and 2 or 3 hours for rendering ( to finde a true material setting + lights - also i made a HDRI file as background_).
cheerss majid -
@majid said:
hi all ,i did a try whit uv ruby to texture these apples ,what a usefull ruby , hope to be improved soon . cheers
http://i34.tinypic.com/2rnhmz7.jpg
http://i37.tinypic.com/9zqbk3.jpg
http://i33.tinypic.com/xel6vc.jpg
cheers majidwow this is great. i also understand the mapping in photoshop.... but how did you map it correct in SU, im missing that part
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well done these are the most realistic thing I have seen on sketch up to date!
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@rombout said:
.... but how did you map it correct in SU, im missing that part
You should take a closer look at the [Plugin] UVTools v0.1 thread...
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oke... but how do you apply it to a mesh. cause the top and the side of the apple is at a different place. how do you place it on your mesh
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i understand the wrapping but how does the "top" of the apple wrap at the the top of the mesh. If you open the map in PS you'll see a image skin in width and the top of the apple somewhere at the left
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@rombout said:
i understand the wrapping but how does the "top" of the apple wrap at the the top of the mesh. If you open the map in PS you'll see a image skin in width and the top of the apple somewhere at the left
It is all about good texturing . I've made a mini tutorial and shared it at previos page . it's name is "MIZ2" . please take a closer look at it. i guess it'd help you
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@majid said:
@rombout said:
i understand the wrapping but how does the "top" of the apple wrap at the the top of the mesh. If you open the map in PS you'll see a image skin in width and the top of the apple somewhere at the left
It is all about good texturing . I've made a mini tutorial and shared it at previos page . it's name is "MIZ2" . please take a closer look at it. i guess it'd help you
oke oke oke...
you dont get it.... atleast i dont get it... i understand everytihing about making a map and so... but if you have your mesh and you apply your map. How do you get the top of the apple at the correct place and the side at the side. You need to apply a map to the mesh unwrap this with a different application and than put your mapping to that unwrapped image. but this is not written in the tut -
UVTool v1.0 is very simlpe . it doesnt unwrap , but simply it adds 2 new commands to your right-click menu that lets you to have "spherical" or "cilinderical" mapping to your mesh, it desn't undersyand which mesh you have selected, but remaps it as a sphere or a cilinder. it desnt separate mesh parts
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oke i think i need to explain it better. you had your apple mesh how did the map got applied so perfect to the apple.
cause if copy the apple delete the map and remap it within SU. Than how do you place the map perfect around the apple so the top is at the top and the bottom at the bottom. I understand the plugin. I want to know how apply the image perfect to your mesh. -
Rombout,
Make a vertical grouped plane next to the apple which is exactly the same height (a simple method is to pushpull a grouped box so that it is fits around the apple, then move it to one side). Import your image, scale it to the same height as the plane, explode it and then apply the map using UVTool. The same principle applies for applying an exact sized texture to any geometry.
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@jackson said:
Rombout,
Make a vertical grouped plane next to the apple which is exactly the same height (a simple method is to pushpull a grouped box so that it is fits around the apple, then move it to one side). Import your image, scale it to the same height as the plane, explode it and then apply the map using UVTool. The same principle applies for applying an exact sized texture to any geometry.
great jackson,
thank you very much. that was what i meant. I thought i saw a different map of the apple in here. where it has a separate top and bottom view. This mapping trick is real handy. -
Rombout,
If you had only taken some time to read some of the postings made in the [Plugin] UVTools v0.1 thread, I'm sure you would have figured things out...
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hahahaha.. sorry! my BAD, just a graphic designer in a hurry
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rombout,
It works for the apple just the same as it does for a sphere. Sadly I tested the cylindrical UV wrap and it doesn't work for bananas!
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