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Millstone

Posted by Marius Oberholster on Thursday, April 3, 2014 Under: Works covered
Hey all!

Time to cover another work! This one is quite something different for the usual verse images:



In this image, I wasn't quite sure what to do with the grinding pattern, but after some research, I found that there were many many many patterns used on these millstones. I looked to see if there was at least one swirl, because it's easy to make, and there was! If I remember correctly there was more than one.

The look of the stones was inspired by the look of ruins. Many ruins have various looks due to climate and of course, the building materials and time left. Some ruins, like some cemented buildings, remain a light color, however, I really wanted a dirty white - like and old marble statue.

The challenge with all this is texturing, both physically and texturally.
Physically the challenge is getting rough edges
Texturally it's the detail. The trick is to make it work up-close and this is where I usually struggle.

Tip:
   In Blender, when using node textures, you do encounter issues with normal influence and I don't understand why, however, simply backing your normal influence (ie depth map for your texture) will solve the normal problem. Check out the tutorial on Texture baking here.

Physical detail is a challenge, because you have to - at least on a normal PC, but it's good practice anyway - keep your mesh as low-res as possible to find a proper balance for your project between actual detail and textural detail. When you have a very finely detailed object, like a mountain, you would only be able to add the biggest details physically, and the rest would have to be textural. If you wanted to do a lot of physical detail, I totally recommend only doing as much as the final output will notice (like only where the camera comes close for example).

When you use textures for detail, you need to make sure that they work for your scene. In other words, if you need a rock texture, you're not using a bicycle tire texture. So try to look at what you want to achieve and see if you can find a recipe, if you will, for the final result that you need. If you can learn how to stack them or put them together, you'll find that procedural textures are more fun to work with and can give you perfectly seamless results at almost any resolution (sometimes if you zoom in close, it can fall apart, but differently than bitmap textures imo).

If you find a solid balance between these two, you'll find you can have pretty decent close-ups without losing believability. You get it with practice :D.

I hope this post was very informative and that it helps you greatly in your next project!! :D

Thank YOU!!!!!!

In : Works covered 


Tags: jesus  work  hard  excellence  balance  detail  texture  physical detail 
About Me
Good day everyone reading here! I really appreciate every visitor and I pray that as you read this, you will be blessed by what you read here.

I'm a very outspoken Christian and everything you see here is as a result of Jesus' leading. I've been writing on a different blog for quite a while now and this is a new one, that will mainly be about this portfolio site and the work on it. I believe you will enjoy your reading here!

Also, check out this website to see my very first Bible animation and follow the progress as GOD leads me into more!
Marius Oberholster
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