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Problem with the creation of 3d Logos in CLO3d

评论

  • pablo.quintana

    Alessio, every map has its purpose (as you might know so far). And using grayscale gives you an large amount of possibilities for getting what you need. From what you wrote I can sense you will be better off if you were to understand very clearly how the displacement works and how the maps do what they do. For instance, your displacement maps has very little grading in the edges (blurriness) that means that your patch will jump out of the 0 level ground (the t-shirt) directly into space. That is why it looks floating. I will suggest you learn more about it in a video that helped me understand it at the beginning. Then you can work with some other Vray tutorials on displacement and apply it here in CLO. This is a good starters video:

    https://www.youtube.com/watch?v=XtkZCEpOu2k

     

     

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  • ottoline

    Take your color vector (diffuse image layer) and make it into a grey scale map for the height.

    Break the artwork down into height fill areas and then apply the shade of grey for the topography of the badge at the level you want in the final simulation.  (see below in workflow and texture node graph)

    >> Post link.

    Pick level of grey to represent the height (0 > 126 > 255)

    See how the artwork below off the vector work get used as a basic grey scale fill (you have that missing in your image files) the grey scale color represents the height in my badges final simulation (height map) and the blurring of that image (gausian blur 3-5 pixels) gives me a soft rolled transition for the edges according to my needs for each area.

    The normal map is also created from the height map to give me the world light angles for the surface changes to improve the final simulation.

     

    You can apply what ever top texture you want (eg: embroidery or etched texture )  into the simulation using a separate texture map based on blending the two texture fills off the artwork. 

    Below see how two normal maps (blend) combine to produce the final light angle off the surface (micro surface detail) and how the depth (height) map is the simple grey displacement map used to generate the 1st smooth normal (macro height of the molded badge profile).

     

    This simple arrangement off 2D vector artwork gives you all the maps you need to use in CLO3D to give the molded badge (macro) height, and (micro) surface texture detail.

     

     

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