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#21 (permalink) | |
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Freelancer
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Quote:
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#25 (permalink) |
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Senior Member
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how do you alter the UV map so it is in the proper proportions?
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Matthew Dale- Aspiring Game Artist Springfield College/Gnomon School of Visual Effects My Portfolio My Sketchbook Thread |
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#26 (permalink) |
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Freelancer
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MBGnome: I'm not entering the comp though, so don't worry
![]() Mdale13: For altering the actual UV-map itself, if you want to change the uv's and see the things in the correct scale, then simply scale it to 50% vertically. As for getting the uv's to display properly once you're to texture, there's two ways. Not sure if Maya can do this, but in max you can render out the uv's with a set size, so setting it to 1024x512 or 512x256 and so on will yeild a proerly scaled uv-map. If you can't do that, render it out square and change the image size in photoshop.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#27 (permalink) |
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Senior Member
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haha yeah i guess i knew how to do that i wasnt thinking :P
thanks for the help mate
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Matthew Dale- Aspiring Game Artist Springfield College/Gnomon School of Visual Effects My Portfolio My Sketchbook Thread |
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#28 (permalink) |
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Senior Member
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Tiros: you can export UV's the same way in Maya. You just have to enter in the settings before you take your snapshot. Tiros I had a question about your texture. Did you use zbrush or mudbox on it? Just came out really well and was wondering how you went about it.
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#29 (permalink) |
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Freelancer
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Ah, I still havn't used maya that much, good to know they also have those settings
![]() I were originally intending to use ZBrush indeed, both for the rock and the trunk, but this one weren't all that serious and I really couldn't be arsed with it.. So I just created the normalmaps straight from the diffuse (after playing with the "Black & white adjustment") with Nvidias 'Normal map filter' PS plugin. First I did a normalmap for the details, then I did a second one for the medium shapes to get some more bump into it (just a blurred verison of the first one with higher intensity). And finally I turbosmoothed the lowpoly trunk in Max and baked out a normal from that, then ended up with combining all of these with the project offset normalmap combine macro. For the stone though, I added in a couple extra images converted to normals to get a rough shape.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 02-06-2009 at 01:26 PM. |
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