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I have now switched to using Polyblend Sanded Grout for my base as it has a much more scale dirt texture.
Ian, where did you get that?
Quote from: Ian MacMillan on March 08, 2010, 01:12:16 PMI have now switched to using Polyblend Sanded Grout for my base as it has a much more scale dirt texture.Interesting. I wonder, since it's grout and thus will harden on its own, I wonder if it's enough to just wet the scenery surface, sprinkle it on, then vacuum or brush away the excess when it's set (in other words, no glue). Thoughts?
I agree about color > texture, however my own experiment has shown a little texture is important, especially because, I believe, we tend to over ground-foam things, making them appear too saturated.
Quote from: Ed Kapuscinski on March 08, 2010, 04:11:50 PMI agree about color > texture, however my own experiment has shown a little texture is important, especially because, I believe, we tend to over ground-foam things, making them appear too saturated.You're touching on some key points here that certainly deserve some further discussion. (And I feel a couple of blog posts coming on.)Mostly I think it's about finding the level of texture that successfully communicates the correct information to the eye. When looking at a real scene, the mind knows it's real, and so automatically makes assumptions about certain features, without much in the way of detailed information. Dirt, for instance, is pretty much assumed without the need for any specifics such as texture.Thing is, if we reduce the texture of typical dirt (plain dirt, as opposed to dirt/gravel mixtures) to N scale, the result is likely equivalent to the surface texture of flat latex paint. Yet, if we actually used just flat latex for our dirt, it might not always read as dirt. So, we need to coarsen the texture a little--just enough--for it to clearly say to the brain, "I'm dirt." If we go a little too far, though, we could then introduce ambiguity: is it dirt, or gravel, or some other thing I can't quite recognize? Or, at the extreme, we end up with something that's wholly unrealistic.Ballast size is another example of how this works. Accurately-sized ballast sometimes reads as something akin to mud; it doesn't carry enough texture to say that it's ballast. So, we go just a little coarser to help the eye read what we want it to. It's also related to the "how big is a brick" thing that lets us get away with over-sized bricks.There are a great many factors to figure into the process. We need props (trains, structures, figures, whatever) to help the eye gauge the scale. Texture versus landforms: we may have the texture nailed, but are the contours of the surface shapes believable? Then there's the problem of how some textures read better to the eye than they do to a camera, or vice-versa--which can be a function of how our stereoscopic vision is impacted in drastically different ways between looking at a model versus the real deal. Not to mention lighting, yet another complicating factor in how textures are perceived.I think this whole topic can get really deep.