I'm having some trouble here, I'm trying to add a rusted, painted over and then scratched up look to my final project for school, but I'm getting issues with the results on my model. Everything looks fine on the shaderball but once it's applied to the model and rendered, it's like it's skipping an entire step (seems to be missing the scratches in the paint). Any help on what the issue might be here is greatly appreciated.
This is how my results look on the shaderball, this is exactly what I'm going for. Here's the setup for how I achieved it:
however when applied to the model, this is the result:
As you can see it's simply painting the helmet solid red rather than applying the scratches. I'm unsure if it's applying the rust and chrome blend beneath the paint either since it's blanketing the entire model.
So why does it work on the shader ball but not the model?
I thought you didnt need to do UV's when using procedurals? Is it because I included an image as a texture map?
That did the trick! Apparently because I included the image as a texture map, I was no longer doing procedural work and therefore needed the UV mapping. Thanks for the help!
Great, now remember you need proper lighting with GI and HDR image for everything you render, just like the shader ball.
@elimusic04 wrote:
I thought you didnt need to do UV's when using procedurals? Is it because I included an image as a texture map?
it´s not about procedurals or not it´s about how they are applied to the mesh. if you use 3d projections only you can skip uv´s also for images otherwise you´ll need them.
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