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Charles Krause wrote:
>
> >For real realism, I suggest cylinders with bevelled/rounded edges. Some
> >scratches (ever so faint) would help too (that goes for all surfaces,
> >actually - especially the wood could use some roughening).
>
> Good idea. How do you model this however? Rounding/bevelling I can see, but
> the scratches? Altering the texture somehow? I can see making the surface
> normal vary according to some pattern ( large scale agate? ), but that's not
> scatches.
A single scratch can be applied by using an image that is all white with
one or more black lines on it. Use this as a bump map in a normal statement.
--
Ken Tyler
mailto://tylereng@pacbell.net
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