#Gold material
7 messages in this thread
I have problems reproducing the impressive Gold effect in your 3DS Rev. 3.0
GOLD.3DS file. Iwanted to build thesame picture with an other text. So I
created the text in the 2D-Editor, lofted it , and imported it into the
3D-Editor. After that, I assigned the Gold material from the 3DS text to my new
text. Rebdering this scene gave me a much less shiny text. What is wrong? How
must I assign shiny metal materials (Gold, Chrome, Silver) to my objects to get
a shiny surface? Thanks for any help Rainer Kroos
One of the main reasons why gold.3ds looks so good is because the text is
beveled, providing a wide range of interesting highlights. Are you similarly
beveling your text?
– G
Rainer,
Did you try giving your text a beveled face? The more curvered surfaces you
use (to reflect more of the ref map) the more shiny gold (or chrome, silver)
the text will look. I have spent quite a bit of time disecting that very
file.
Also check out the lighting (values and placement) in that file. It
plays a big part in the effect, as you will see if you move the lights
around.
-Ralph
Ralph,
When you bevel text, are you beveling whole words in one loft or assembling the
letters… I ask because the few times that I have tried these things, when I
lofted a whole word the bevel effect was stronger towards the outside of the
word, but weak towards the inside, not consistent for each lofted shape… Or
did I miss something?
Donald
>> bevel effect was stronger towards the outside of the word…
Donald,
The only way (I can think of) that this would happen is if you SCALE
the shape on the first level in the lofter. Try using DEFORM-BEVEL
and insert a vertice on the second level, then move the first level
vertice (ever so slightly) to the left.
The BEST way to bevel text is to do it in the shaper. You will have
much better control over the bevel. In the shaper create your text
and then do a CREATE OUTLINE to all the shapes that make the
letters. You might have to do a little tweaking (MODIFY VERTICE
ADJUST) afterwards to the letters to make it perfect. Turn on
DISPLAY of the FIRST vertice and CHOSE the first vertices of the
polygons to match up next to each other in the letters.
Shape assign the inner text (that which will be the front face) and
GET that shape to the first level of the path in the lofter. Then go
back and shape assign just the outer text and GET that shape TO THE
SECOND LEVEL of the path. Loft with TWEEN on and you should be in
business.
Good Luck!
-Ralph
br
..And don't forget to use Place Highlight to position a light or two
specifically for specular highlight effects, Dr. Kroos.
Also, carefully inspect all the lighting in the sample file, as it can change
the way reflection maps look quite a bit.
-Alan Iglesias
Just to add to everyone else's remarks, I usually like to
loft my text WITHOUT smoothing for the LENGTH. This adds an even
more impressive/brilliant look to the text (although it may not be
the kind of effect you're looking for). It's especially apparent on
the curved surfaces (like the letter S)
— Steve