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#41 (permalink) |
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Senior Member
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You might have to restart max after you check the box, which is called "match bitmap size as close as possible" by the way, it's the download one if I recall correctly, but check them both for good measure.
You also need to have it running in hardware directx 9 mode, which is chosen in the "choose driver" dialog. |
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#42 (permalink) |
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Game Art Student
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![]() ugh i really should've fixed thse uv's first (maybe scaled main bit up a bit) anyway.. my normals messed up because zbbrush merged like the normal and cavity with flipped'ness and oh well forget about it. it's doylles shader but bg colour ONLY fixed in photoshop maps are at 25% or 50% i forget which lol'oh yes and btw i didnt go near the 2 hours i spent like 1hr 10
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE Last edited by sampson; 11-02-2009 at 04:02 AM. |
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#45 (permalink) |
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Freelancer
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Pankake: Would that really get you the same amount of quality? *scratches head* The only experience I've gotten from using that, even with the match bitmap, is that the quality is still lower than when using a shader, and it'll also create some weird noise in the UV's, slightly offsetting the texture at some parts. But perhaps It's just me?
![]() Acid: The reason your textures are blurry farther away is most likely due to mipmapping and/or anistropic filtering. These settings are also found in the preferences > viewport > configure driver ![]() Sampson: Once you've exported your normals from ZBrush you have to flip the picture vertically aswell as inverting the green channel, so if you had any problems with it, that's why ![]() As Doylle's shader already works with a flipped green channel however, you won't have to tick the "flip green channel" once you've added the normals, if you don't do it in Photoshop that is. But then you'll have to flip all the other normals layer you add.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 11-02-2009 at 11:54 AM. |
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#46 (permalink) |
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Game Art Student
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well i did flip it - and messed around with ticking the box on and off and was reallly :S like same but different and hte flipped green caused a few weird areas in some places, worse in others....
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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#47 (permalink) | |
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Senior Member
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Quote:
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#48 (permalink) |
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Freelancer
![]() 103
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Here is my entry into this contest.
I basically started out by loading the obj into Maya and duplicating it. Then I beveled basically all the corners and used surface sampler to aquire a normal map. Then I went into photoshop, used the nvidia filter to create another normal map and then took the finished diffuse and created a normal with it using crazybump. Overlayed each one in photoshop and saved it. After that I basically used the diffuse map and altered the brightness as well as hue and saturation for the specular. Most textures aquired from CGtextures. And put it together in Maya using an AshliShader. Took 120 min. ![]() Last edited by Nocturn; 16-01-2010 at 01:13 AM. |
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#49 (permalink) |
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New Member
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![]() ![]() Map is 1024. I only made a diffuse map, in slightly less then 2 hours. Had some trouble getting detail in the surrounding rocks because of the unwrap. Also put the psd online, you can download it here Last edited by Whoot; 12-02-2009 at 07:39 AM. |
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