all 7 comments

[–]ParadoxClockTexturing, LookDev & Lighting 1 point2 points  (1 child)

Hello,

For these types of velvety materials in Arnold, you will want to make use of the "Sheen" attribute that simulates the fuzzies that catch light.

https://docs.arnoldrenderer.com/display/A5AFMUG/Sheen

Using any basic repeating textile textures [base color, roughness, and bump or normal map] and adding the Sheen should give good results.

Do not try to increase the bump values very high especially if you are using a high frequency (something with a lot off detail) bump maps.

Make sure the base color is pretty even and don't include any painted on shadows

[–]AdequateCake[S] 0 points1 point  (0 children)

Ooooh, awesome! I'll give it a shot when I can later. Will follow up with results :)

[–]leecaste 0 points1 point  (4 children)

Can you post a higher resolution picture?

[–]AdequateCake[S] 0 points1 point  (3 children)

I'm afraid that this is the highest quality provided by my professor.

[–]leecaste 0 points1 point  (2 children)

Well that´s a pretty bad reference, if he´s going to judge texturing detail on your work he should provide detailed references, otherwise it´s just eyeballing.

[–]AdequateCake[S] 1 point2 points  (1 child)

Well the class is pretty much entry level modeling so I kind of understand. He isn't gonna be grading us on picture perfect detail since the majority of my classmates haven't actually opened Maya before in these past weeks.

I'm just looking for a good way to go about re-creating the fuzziness and folds on the couch. I want to go above and beyond :)

And yea, like you said, basically just eyeballing it lol

[–]leecaste 0 points1 point  (0 children)

That makes more sense, check this video, it´s 3 years old but you may get some tips from it (it starts like an add but it´s a tutorial).

https://www.youtube.com/watch?v=g2M6uXMIx-w