So I'm working on this 2nd art test (popular guy eh?) that was sent to me by another company. this is a texturing test.
one of the bullets in the directions state:
3. The lighting should be baked using vertex paint
what does this mean? I am more familiar with maya than max, and it's probably something I know, it's just that in this terminology, i've never heard it in that saying.
Would this be considered baking ambient by UV's?
Thanks,
Mike
Replies
duh! Google is my friend!
http://www.urgaffel.com/tutorials/vptut/index.html
OR they want you to render out shadow maps? Maybe Ambient Occlusion Maps?
OR they want you to bake the lighting into the defuse using Render To Texture...
Honestly it sounds like they had the HR person write the art test and gave him/her a list of buzz words to choose from.
Edit: oh hey lookie there you found something
It definitely has its advantages and disadvantages. Good luck with the art test though.
-caseyjones
but I just didn't want to wait around, and another company asked me to do an art test yesterday, so i said "why not?" so i did it. i figure, if i just do them constantly, one of them will pull through. right? Someone out there wants me to go for my dream, i mean i keep getting these chances!
Bring on the art tests!!
TASK- texture this bathroom in a realistic style.
1. unwrap
2. create textures using tiles and symmetry and multi-sub objact where applicable
3. The lighting should be baked using vertex paint
4. The final version should be as optimized as possible, by combining maps and textures.
5. The canvas size for textures should not exceed 512x512.
so it seems like i'm just going to be making tileable textures for the walls, stalls, floor, sink area, and door. then i just make a repeatable texture for the urinals and toilets, and i guess i could make a couple of different "dirt and poo" textures to multi sub onto the toilets and urinals so that they are different.
I'm starting my uv's now. as soon as everything is unwrapped and ready to go i'll start posting my journey.
i'll try to get a shot of the environment pre-textured before i begin showing the changes.
Pre Textured Bathroom
so i dunno.
I mean what do you say? "I had to fix a bunch of stuff with your art test because it was trash, I hope you don't mind..." or "I found these few polys that where causing problems, so I took them out and used those polys to add in these details".
Make sure those polys where not put there for a reason, such as decals or opacity mapped details like graphitti or stains before you send off any know-it-all emails
actually, this reminds me of an art test i did a while back. it was my 2nd art test ever. they sent me this prop to texture. they told me the uvs were already done, so all i had to do was texture the thing. which was cool and i was excited. EXCEPT when i started texturing, my textures were all messed up on the model. after inspecting the uvs, i found out that everything was reversed. the "outside" of the wheel on the prop was actually on the inside in the uv map. it was like everything was pulled inside out.
i thought "wow they did this on purpose as a test. there's no way they could've done this by accident." so i fixed it all, saved out the uv map and sent it in with my art test.
i told them what i did, and they never returned my email or anything after that. it was very weird.
Tough call, but probably best to feel them out before changing the structure of the test, see if there's some sensitivity there.
Working with tight egos is a PITA. Especially since you're probably being perceived as the new kid coming in, like "who are you to tell me my mesh is fucked up?" PITA.
Be careful.
edit: also, on another note, my f'n middle mouse button stopped working on my mx1000 just now. i can still zoom with it, but i can't rotate the camera or anything. holy shit! that's horrible in max. if it were modo or maya i'd be ok, but man!
anyone know off hand how to switch movement to something other than middle mouse?
Try projection paint, works decent even if UVs are distorted. Won't solve all ills, but better than failure.
i move them around where i want them to go inside the uv box, and then i save out the uvs, one bottom and one top. i would assume that i want to put one set in channel 1 and the other in channel 2, but when i try to switch channels, it erases everything i did in the previous one.
is there a freeze or save channel i'm supposed to hit before i switch over to the next one or what?
Multiple UV channels are needed only if you have multiple bitmaps in the same material, like an untiled lightmap vs. a tiled diffuse.
The more UV channels you use, the higher the vertex count of the model, which ultimately can decrease the framerate.
More info here:
http://www.ericchadwick.com/examples/provost/byf2.html#wts
and even more here
http://www.rsart.co.uk/mediawiki/index.php?title=Links
Sometimes you have to work with what you're given. Happens all the time in production.
[/ QUOTE ]
QFT.
This is the second game I've been animating characters that someone else has built. This person has been asked to create a new style for our charcters and blaze a new path. In my opinion this person isn't always choosing the correct path, females look manish, everyone has duck butts, tunnel crotches and loaves of bread for feet, I won't go into the textures or the construction issues.
When I get a model the only thing I'm allowed to do is critique it, and kick it back for mesh problems that would cause for bad animations. most of the time my crits are met with, "yeah thats a good idea but I'm going with what we have"... It drives me nuts working on a character that I know could be much better, but the only thing I can do is rig and animate the hell out of it after all the actual look and style is out of my control and its not my ass that will get called in when people complain.
it's just an easy thing in maya or modo as selecting all the objects and opening the uv editor in them to set this up, but i'm having the crappiest time in max.
am i doing something wrong?
ok so, Urinals and Toilets. I'm sure most of you have textured them before. Right now I'm laying down my base for it, hand painting, btw.
But I dunno I'm trying to figure out the best way to tackle it. Is it just me, or is porcelain really fucking hard?
Maybe make a new thread in P&P.
Also, I'll get some screens together and post them up.
I realise that it would've been easier this whole time to do that in the first place. I haven't been thinking straight.
Good luck!