Hey, I'm learning Maya 2014 after already knowing 3DS Max. While I'm able to grasp the basics in modeling a person in Maya, I have run into trouble when making a diffuse map in Maya. Hope to have some questions answered and hope to help others with what I already know in 3DS Max ;0). Thanks! <3
Without testing this my guess is that the shadows are going to be based off an arbitrary clamped value in your opacity map. I would suggest pulling out 1 window and place in a blank room and 1 light and see what shape it creates. Dithered opacity is still 1 bit alpha, so I would assumed you won't get diffused lighting.
I was just about to post that. But I find they exaggerated a little. I took that diffuse map (just for a test), brought it into Crazybump, and got a result that is very similar to the Zbrush normal map. The difference is, I couldn't get the same crisp lines between each rocks, which is pretty normal, but the crazybump…
Once you do those changes make sure and go back in to give the diffuse some love. Since you have a normal you should do the spec as well. Just for the practice. Racer445 has a great tut on here for making metal look convincing plus he also shows you some good techniques for advance spec maps.
The wood looks pretty good, the pattern and saturation seems just right, could use a little diffuse though. The metal itself however seems to have dodge burnt contact shadows where the metal parts meet, might look better to soften it out a little bit and add some more metal frequency into the paint. Liking where it's going…
Thanks again, I'm glad you can make any use of it :) Absolutely, I was planning on making a kind of "brick texture" tutorial for people who doesn't necessarily want to/have time to go into a sculpting app to create it. But making such a tutorial more general with hints of stuff I usually do with Photoshop only both with…
Some nice stuff in there. :) I would have wanted to see some texture sheets, in addition to scene renders (or maybe I just never found the texture sheets). I don't think every scene needs to include every texture, but you should at least have a few textures to check out (ideally a set - diffuse, spec, normal or some such).
On an unrelated note, I bought the Erection...er.... Ressurection of Evil expansion last night. Grabber gun kicks ass, but the effect it generates makes it friggan impossible to see whats in front of you. The new Hell Artifact viewmodel is wicked-awesome. God bless texture dissolves. Normal/Spec/Diffuse all dissolve from…
hello again. oh hey vassago. so we meet again, for the first time. that should do for a captivating entrance.. i have a spec map and diffuse map on the mushies is all. they are 512 maps for now. i will most likely make them larger sized shrooms. here is an holy albino pumpkin ok, maybe more later then. cya round guys.
i softened the normal angles for all the round areas. looks a bit better, but this is going to be diffuse only anyway. and yea, i know the die hard 4 scene is extremely exaggerated. the vectored thrust is mainly for short take off (which it is outstanding at). hovering around like that is dangerous, impractical, and a…