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Old 02-06-2009, 01:27 AM   #21 (permalink)
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Quote:
Originally Posted by Tiros View Post
Click > http://img5.imageshack.us/img5/6379/12039096.png

Note also that this is a viewport shader. It's not for rendering. It's also made for max, and will give a bit different results for different versions of maya.
You have to use max to get the best results though, it's afterall written for 3ds max
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Old 02-06-2009, 02:18 AM   #22 (permalink)
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Tiros Yours is looking the best as of yet once again!
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Old 02-06-2009, 02:45 AM   #23 (permalink)
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always loving your work Tiros! props to you!
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Old 02-06-2009, 12:29 PM   #24 (permalink)
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i knew u couldnt hold out for too long tiros, and now i've seen urs i know how hard i have to try now...hmmmm after a bit more revision however
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Old 02-06-2009, 12:35 PM   #25 (permalink)
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how do you alter the UV map so it is in the proper proportions?
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Old 02-06-2009, 12:46 PM   #26 (permalink)
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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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Old 02-06-2009, 12:55 PM   #27 (permalink)
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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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Old 02-06-2009, 01:01 PM   #28 (permalink)
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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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Old 02-06-2009, 01:22 PM   #29 (permalink)
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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.

Last edited by Tiros; 02-06-2009 at 01:26 PM.
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Old 02-06-2009, 01:25 PM   #30 (permalink)
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Thanks for the info Tiros. I've never really messed with setting up 2 normal maps to a model. I'll have to try it out and see what happens
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