I have finished modeling a throwing knife in Maya a couple days ago and now I am already to texture it. I have already layed out all my UVs, but that's not my problem. My problem is getting the brushed metal look of a knife. I have been trying to accomplish this task of finding the texture for the past couple days now and am getting really frustrated. If someone could point me in the direction of where I could find this shader, or how to create this look. I already know I should use an anisotropic material, but from there I get totally lost. Please help
Thats simply because its not something you can find off shelf because youd need to do it youyr self separately for each uv layout/object pair in existence.*
So youd need a texture to describe the direction of anisotropy, usually a separate uv tset is straight along the direction since then doing the sight color detail is just simply a very stretched noise texture and anisotropy flow with u and v direction.
So layoing out the uvs si not enough you need to either lay out them for this special purpose in mind or make your own texture to compensate. Those are the choices as far as i see it. (ok i can think of 3 other choices thata re beyond teh scope)
*whenever you start working on things taht work on your exact geometry NO amount fo searching will make you find the gradients you need for the object since each object has different ones.
QUOTE(Joojaa @ 06/29/09, 05:42 AM) [snapback]310369[/snapback] Thats simply because its not something you can find off shelf because youd need to do it youyr self separately for each uv layout/object pair in existence.*
So youd need a texture to describe the direction of anisotropy, usually a separate uv tset is straight along the direction since then doing the sight color detail is just simply a very stretched noise texture and anisotropy flow with u and v direction.
So layoing out the uvs si not enough you need to either lay out them for this special purpose in mind or make your own texture to compensate. Those are the choices as far as i see it. (ok i can think of 3 other choices thata re beyond teh scope) *whenever you start working on things taht work on your exact geometry NO amount fo searching will make you find the gradients you need for the object since each object has different ones.
Thanks for the advice.
But I was able to complete the task after countless trail and errors.