Hello,
ehhh, yes, I must to do it- place about 1 mln rivets on my hp plane model :poly142:
I'm a 3ds max user and I wonder if you know any tips, scripts that might help me at this task? I know only one: spacing tool.
I don't want to waste about week on this, save me somehow, please xD
:poly127:
Replies
Paint them into a normal map using nDo2?
Pathdeform(WSM) the rivets over splines extracted from the main mesh (create shape from edge selection).
I'll try to bake AO from rivets and use that AO to make some small depressions on normal map. Painting is always a bit risky. UV's could have some distortion ect.
Good Job Mark!
I just found the same answer on this video:
[ame="http://www.youtube.com/watch?v=3SUDBi4gk5g"]Monday Movie #27: Placing Rivets - YouTube[/ame]
Spacing tool\path deform used on paths extracted from edge loops. That will help.
Video shows some other tips, very useful.
if you're on 2009 you can use neil blevins' object painter script in this pack: http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm
Another thing would be to break the mesh up into reusable sections, so going by that reference you have maybe five distinct pieces that you can reuse, tile, mirror, and layer.
Yeah the uv distortion issue can be huge. If you have a simple object with no distortion its not an issue, but generally with complex meshes you'll have some stretching somewhere, or some areas that aren't scaled exactly 1:1 (which will result in squashed details when viewed in 3d).
Placing these sort of details in 3d is generally very quick with some scripts etc, and you can use instances to quickly tweak all of the rivets at once, something that would be a major pain if you did it all in photosop.
You also get proper normals/ao/cavity/curvature maps without any extra hassle.
Pathdeform(WSM) - nope. Rivets has to be merged into 1 mesh + it's stretch them on corners.
neil blevins' object painter script- nope
IMO best option:
"The rivets over splines extracted from the main mesh (create shape from edge selection)" + spacing tool. I must to keep spacing. I'll use geosphere cut in a half (It's primitive object and it has that option "inside"). After all probably I'll scale them by local or sth.
Also check SurfaceSnapperUI script, very useful for tweaking.
http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm
Thanks you all!
No reason to keep doing it old school with ndo making it so simple and effective. I got other things I like to do with my time than spending hours with rivets on a high poly, like... going to the beach, or just sit in the sofa playing a game.
echoing this. honestly doing them in PS and doing them in a competent modeling program takes a similar amount of time. personally i just find using instances in the modeling program more controllable and gives you very pretty bakes without worry of UV distortion.
From the looks of it, you want to make a Ship with rivets all over it? In which case, I think we first need to tackle your UV maps and detail tiling before hand, since neither ndo2 or HP baking will save your life on something like this.
Also, it would be a waste of time to put all those rivets manually on something which won't even bake out properly, unless you plan on having rivets the size of a car.
Maya has a procedure that I used once where I snapped curves to the geometry and snapped a rivet at the start of the curve.
There is a setting that allows you to drop a copy of that geo at different frame intervals. That was on a curved surface.
For somethign flat like that though I would be inclined to place a group and use duplicate with transform. Could be done in very little time. Less than an hour for sure.
the 3dsmax spacing tool.
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-D82476F1-FE3F-4B51-BC73-868B0A28281B.htm
No reason, other than the valid reasons already mentioned you mean?
If doing this in 2d is significantly faster for you than using a paint script to plop down instances, you're doing something wrong.
If you need to make batch changes after you have them all placed, adjusting instances is going to be infinitely faster.
A. Scale in relation to your actual model is much more important than scale vs uvs
B. Creating detail that will read and will bake down to your specified texture resolution is a super important skill to have in general (not just for rivets)
C. Again instances, makes it super easy to tweak scale if you've made the rivet floaters too small or large
"Flat" normal maps and baked ones are two, completely different stories.
In my opinion it's almost impossible to put rivets on UV from projected, complex model, and with right spacing, without distortion? No...
I would instead paint/bake one long strip, and tile it vertically.
Or, you could totally forget about the rivets being round and instead put in square rivets and they will alias much better in smaller sizes.
It is important to note what kind of rivets on what era of plane, most rivets on planes after the jet age are as flat as possible to reduce drag (at least on the outer skin) so there won't be a whole lot to bake unless you exaggerate them quite a bit.