Thx for stopping by!
I am currently using blender atm while I am trying to learn 3ds Max. For now my problem is I want gradient map and I dont know how to create it. If anyone knows how to create it in blender, 3ds Max or in xnormal pls write how.
Thx for all help!!!!
Replies
There was a script on the front page of poly count that does this.
Or, the way I do it is:
-UVW unwrap model, leave the UVW unwrap on the top of the modifier stack.
-Apply a UVW map set to planar.
-Set the UVW unwrap channel to 2. Choose 'move'.
-Apply a gradient material to the mesh.
-Align the UVW map so that the gradient is oriented correctly
-Hit '0' to go to the RTT dialogue.
-In mapping coordinates section make sure channel 2 is selected
-In output add a diffuse map at the appropriate size and tell it to save to a good location.
-Hit render, ignore the pop-up.
-Ignore the render preview.
-Look at the file that you saved out from the output settings.
-It should be a nice old gradient map
If you would like I could spend some time making an image based tutorial of this.
http://www.polycount.com/forum/showpost.php?p=2010609&postcount=26
I don't know how to do it manually in Maya though
If you are not comfortable with transferring texture data from one UV channel to another, you could also simply make two obj copies of your model (one with the regular UVs, and the other with the flat UVs), load them as "low" and "high" in xnormal or any other baking tool, and transfer the texture data that way.
Good luck !
Is that similar to what I do? Only I use the gradient option already available as a material in max?
Thanks
I think I will fo with the way Reyne wrote but I am quite new to Max so I will probably wont do it properly at the first try but pretty sure I will make it at last.
Anyways I will ask if I have any problems but till then goodbye!
And thx alot again!
It seems like everyone knows how to create one, but what do you use it for? what's the benefit?
Here we are talking about a top-down gradient applied to a character in order to simulate lighting attenuation (and thus, like GD mentions it, creating focus on the top of the item), which is then transferred to a texture. (a "gradient" baked to a texture "map", shortened into the inaccurate term of "Gradient Map")
But originally the term "Gradient Map" refers to the action of mapping a user-defined color gradient of colors to an image according to the intensity of its original greyscale values - similarly to the old school technique of palette swapping. So, if you make a google search on "Gradient Map", that's mostly what you'll end up with.
And to make things even more confusing ... a common practice would be to take the "Gradient [baked to a texture] Map" ... and apply a Gradient Map to it, in order to colorize it
Hope this helps !
No offense but I will still call it gradient map,
(But yeah, pretty much that)
...*Polycount search*..nothing
how does one bake an attenuation map dustin and or spud?
I thereby propose : Farbabstufung Map (german for gradient)
Or even cooler : Kōbai Map (Japanese)
No that was a joke for another name for a gradient map. Since a gradient map really is to replace colors by value. This "gradient" map is about lightning information.
Bit too long though. Think of the axises values as your black-to-white values like how the RGB luminance version in Photoshop does it. Then again maybe someone uses some other funky direction other than axises for all I know.
Ellipse Curve Gradient map?