Started to get some weird "black splotch" artifacts around my rendering in this one particular area. It may be due to my very low sampling rate, but I cannot find any crossed edges or faces that I would normally assume to create this problem. We will tell once the sample rate has increased. Nonetheless, starting to get all of these miniscule textures knocked out!
I have a few of the involved items textured -- mostly easy metal textures that don't need much tweaking. I greatly reduced the samples for quick render times for previews. Things are slowly coming along...
In order to begin texturing the prototype model I had to give myself access to it. Since the final outcome is to create an exploded view, I figure I would begin by animating the casing as it opens to get it out of the way so I could begin texturing the rest. This view is amidst the sides "folding" down to reveal the interior.
Stay tuned, more to come! Welp, here it is -- completely textured on the outside. I may darken the posterior a bit, but this is the basic idea with displacements and colors. Now on to texture the model...
Finished texturing the top (for now.) Will need to do some improvements on the model, like at the posts. This will do for now. Please note this is an extremely low Samples pass, so the image quality is still Meh. This is simply for demo purposes. :)
Testing my plastic texture for this project. Color is independently adjustable. Checking specular levels and bump consistency.
Learning to texture in Blender with Nodes has been a... learning experience. I have been slowly slapping UV Mapping onto this box, and it seems to be coming out -- slowly. I'll stick a teaser up here, but no finished rendering until she's done! ;)
Here's the first phase of the object's housing. This is the primitive shape. Next I will begin sculpting the details and connection devices to begin bringing the entire thing to life!
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