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#11 (permalink) |
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New Member
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Philly13: Thanks for posting this question as I was planning to post it too. I too do a lot of modeling but very little texturing especially environmental models.
Thanks to all as this thread will be very useful to me.
__________________
That which does not destroy us makes us stronger. — Friedrich Nietzsche Portfolio: http://preetipanchal.blogspot.com/ |
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#12 (permalink) |
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New Member
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Her is another link of tutorials.
They are for Illustrator and photoshop 77 Essential Photoshop Techniques for photo-realistic Textures | Beeex.net |
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#13 (permalink) |
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Senior Member
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Cool thanks for all these links, will definitely check them out!
I already mentioned this in another thread about the Eat3D: Old Pillar DVD, but I'm currently watching it and am a bit stumped, since I'm using Maya and Mudbox instead of the Max-Mudbox workflow shown on the DVD. 3 questions come to mind, if anyone has gone through the same process that I have. First off, how to get around the pelt mapping that Max has, since I don't think Maya has such a feature. My initial thought was use Headus UV Layout since it should hopefully give a similar result. The 2nd and 3rd questions are more on the same topic. Firstly, in Max he uses Render to Texture, I'm guessing the equivalent in Maya is Transfer Maps? And lastly, before he uses render to texture to bake the maps, everything seems to be colored a default gray, then after baking the maps, the rebars are colored a pale red in the new diffuse map. Why is that? Thanks for all the info in advance, much appreciated. |
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#14 (permalink) |
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Senior Member
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EDIT: Found out it was Transfer maps to bake AO, Diffuse and Normal. Also, I found he adds a color to the rebar before baking, makes sense.
Now a new question has arisen, does anyone know of a maya equivalent for Polycruncher? I heard there was a version available for Maya 8.5 but I have '09. Or maybe some other software that does the trick? Thanks! |
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