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Creating an oil slick reflection

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    Creating an oil slick reflection

    Hey folks, I am working on creating an oiled look for character and environment textures (a universal set of expressions that can be applied somewhere over a character or object material), and was wondering if you guys had any advice.

    In the end I want the surface to shine in the same way oil does (like this)


    I created a rainbow looking texture, and multiplied that by the specular sheet of a character, and while I got the rainbow look I wanted, it was only over certain parts of the character, instead of the whole sheet, and only showed on the highly specular parts. I want to keep certain parts of the character sheet spec map in tact (like scratches, ect) but I do want to show that rainbow shiny reflection over everything. Anyone have any suggestions?

    #2
    Update:

    So that didn't quite give me the effect I wanted, so I linked a colored version of the diffuse to the emissive, with the UVs for the color linked to a masked camera vector, which gave me the right illusion, but too overlayed and bright.

    That worked pretty well, but I think my "rainbow" image is the wrong set.

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      #3
      Update 2: no longer using anything but a standard spec map, and I used a rainbow image multiplied by the spec map and linked the rainbow UV to the camera vector plugged into the emissive slot. The effect is about as close as im going to get. Here is a pic of the material.



      By the way, that green texture sample is actual a rainbow looking thing thats tileable. I will probably change the colors for the final product.

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