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A handful of random questions about texturing and types of maps

polycounter lvl 12
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BARDLER polycounter lvl 12
Sorry for all the threads about texturing lately but my google searches couldn't give me the answers I was looking for. I appreciate the help as always :p

1) General Spec Map. Is there a guide or reference for how specular a material should be? I know the metals are more white in your spec map, and cloth tends to be more black, but what about everything in between? Is there a quick reference guide that can give me a rough idea of what value common materials should be so I can get an idea? Or does this all come through experience?

2) Luminosity map. I am working on a little lantern that I want to emit light with a luminosity map which shouldn't be to difficult to create. However I was wondering how this will effect the spec map in that area. Should the glass area that is emitting light also be effected by the spec map, or should the spec map be black in that area?

3) Normal map + opacity mask. I am also working on a window with glass and wanted to give it some cracks and nice detail. I was just wondering the normal map will still work for this even with an opacity mask combined with it? Do I have to do anything special with the normal map for that to work?

Any help would be much appreciated.

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  • dirigible
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    dirigible polycounter lvl 8
    1) I looked for a while for a master list of common materials, and what spec should be used for them. I never found it. As far as I know, it's just something you need to eyeball, especially since different lighting setups make spec look completely different.
    If it helps at all, here's what I tend to do (on a scale of 0 = black, 1 = white)
    0 to .1 = skin, cotton, worn leather, etc
    .1 to .3 = very dull metals, spots of wetness in cloth, dry paint, most other materials
    .3 to .8 = most metals, some plastics, some glass
    .8 to 1 = chrome, shiny glass, anything that I want to look very wet
    Of course the ultimate rule is 'make it look good'.

    2) I would say make the glass specular. The only issue you might run into is if light is shining onto that glass, the specular highlight + the emissive will be super blown-out. That's not necessarily incorrect, though. If it winds up looking off you can always change it, of course.

    3) The normal map will show up as long as the window is visible (ie not completely transparent) and has specularity. Something that I've found improves the look of clean (not dirty/dusty) glass is if you set it's blend mode to additive, then make the diffuse dark (close to black) and the specular bright.
  • BARDLER
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    BARDLER polycounter lvl 12
    Thanks for the info. Another random question I have is about rendering in maya. What is the best way to set up a shader in maya to plug in your diffuse, normal, spec, normal, ect? Should I download a custom shader or just use a default one in maya?
  • dirigible
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    dirigible polycounter lvl 8
    To be honest, I don't do a lot of rendering in maya. Blinns and Phongs worked fine for pretty much anything I ever needed. Xoliul is a popular realtime shader (http://www.laurenscorijn.com/viewportshader), if that's your purpose.
  • BARDLER
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    BARDLER polycounter lvl 12
    That is what I have been previewing my maps with in Maya, but I cant use the shader to render it out with mental ray... or at least I am not aware how to do that.
  • passerby
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    passerby polycounter lvl 14
    Rendering in Mr or anything defeats the purpose of a realtime viewpoint shader. If your making game art preview in a real time shader in viewport, or use a game engine.
  • BARDLER
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    BARDLER polycounter lvl 12
    passerby wrote: »
    Rendering in Mr or anything defeats the purpose of a realtime viewpoint shader. If your making game art preview in a real time shader in viewport, or use a game engine.

    Well I would normally do that but this is for a class project that I need to have a 1080p render of using mental ray with a minimum 3 light set up. I use the real time viewport shader to quickly get an idea of what it is going to look like at the moment. Unfortunately I do need to find a way to get a decent shader setup for mental ray to render out an image.
  • passerby
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    passerby polycounter lvl 14
    rendering lowpoly game models with mr gah, but ya guess you will have to figure it out with the defualt maya materials
  • BARDLER
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    BARDLER polycounter lvl 12
    passerby wrote: »
    rendering lowpoly game models with mr gah, but ya guess you will have to figure it out with the defualt maya materials

    Well I go to a school that is more geared towards film production pipeline, which is fine because the fundamentals are the same. I have to meet the requirements of the project even if it is a game resolution environment.
  • skurmedel
    You can use the Blinn & Phong Maya materials for Mental Ray renders, it translates them on render time scene export. You can also use mia_material_x, although it's probably easier to just use a Blinn. mia_material_x is (trying to be) physically accurate and doesn't quite work the same way as game shaders usually do.
  • dirigible
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    dirigible polycounter lvl 8
    BARDLER wrote: »
    Well I go to a school that is more geared towards film production pipeline, which is fine because the fundamentals are the same. I have to meet the requirements of the project even if it is a game resolution environment.

    Had to comment on this, since I'm currently a grad student a school that also focuses on film production.

    You're right that the fundamentals are the same. Fundamentals like shape, value, lighting, contrast, form, timing, stretch and squash, etc. The problem is EXECUTING these fundamentals in video games is very different from in film. I see a TON of students entering our video game production classes (or worse, working on research grants that use real-time engines) without any idea how to make things correctly for video games. Making models that only look correct when subdivided, thinking they can use maya dynamics inside udk, etc.

    You're already doing better than 80% of the students I see, since you're posting on polycount. Just remember that if your classes don't teach you proper video game techniques, you need to spend time learning that on your own.

    Just a pet peeve of mine. I don't even know how many time's I've had to teach another student something that they need to know, but never learned in class or took the time to learn themselves.
  • BARDLER
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    BARDLER polycounter lvl 12
    dirigible wrote: »
    Had to comment on this, since I'm currently a grad student a school that also focuses on film production.

    You're right that the fundamentals are the same. Fundamentals like shape, value, lighting, contrast, form, timing, stretch and squash, etc. The problem is EXECUTING these fundamentals in video games is very different from in film. I see a TON of students entering our video game production classes (or worse, working on research grants that use real-time engines) without any idea how to make things correctly for video games. Making models that only look correct when subdivided, thinking they can use maya dynamics inside udk, etc.

    You're already doing better than 80% of the students I see, since you're posting on polycount. Just remember that if your classes don't teach you proper video game techniques, you need to spend time learning that on your own.

    Just a pet peeve of mine. I don't even know how many time's I've had to teach another student something that they need to know, but never learned in class or took the time to learn themselves.

    Yea for sure. I work on my own all the time to learn as much as I can for video game asset production. I know a good amount about about UDK, more so than almost everybody at my school. Next semester we have a environment art class that I help get started that is taught by a guy who has industry experience. I feel like I am heading in the right direction considering I have only been at 3D modeling for a little over a year.
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