Ive decided to use this model as a bit of an experiment in texture baking. Im going to do all the textures directly in maya, and then Bake the textures along with the lighting information. Ive seen people get good results with this technique so I figure Ill give it a go myself.
This is a render of what I have so far, Not even close to finished, mind you.
This is a small resized example of a texture bake. This one is a test I did earlier. I would redo it But I really wanna go to sleep. Like I said.. you can get *really* nice results with this. even better when you take into account that the original texture was 2048x2048.
Keep in mind that Maya wont just *generate* textures. basically It takes whatever attributes and maps you assign to a shader node and bakes them down into one file in the format of your choice. If done using Mental Ray you can also bake lighting information, which is pure awesome, if a bit tricky.
The examples above were the result of using a large scratchy metal texture as a Bump map on top of a Phong E shader with a Drab Green color and a ramp utility set up as the input for the specular color. I then set up a directional light and set it to an angle towards the grips and baked the texture and lighting information. That was the result. Thinking it over I should have used a spotlight since directional lights have no falloff. Ill try it again later.
Oh and yes Gravity, Maya is teh Win.
And Fuzzy, Maya doesnt export to HL SMD, But it does output to HL2 SMD. the major differences being the way skeletons are assigned. HL2 uses vertex weight mapsto determine how much influence each joint has over each vertex, whereas HL1 is only either Full influence or No influence.
Actually rendering to textures has been there for a long time... It's actually quite funny that a lot of people just don't know about it. I mean if you're a skinner you can make the whole lightning of your model's skin with one render and it's 'perfect', meaning that there's no errors of how the light acts on the model. So you don't get those things that one bolt is skinned that the light comes from left and the other bolt next to it is skinned so the light comes from right (of course only when the lightning set is made right).
Bunch of 3d apps has this ability, for example on 3dsmax you can render specular-, diffuse-, shadows-, lightning-, normals-, blend- and alphaMaps. You don't need any plugins for that, it's been there default for ages.
But anyways, looking good wolf. Nice to see that even someone is trying to keep some life in here :) It's better and more professional than 99% of the stuff which is now on these forums! :)
<!--QuoteBegin-NEX9+Jul 19 2005, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEX9 @ Jul 19 2005, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think i just wasted a ja zillion sperm <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> thats just not right
<!--QuoteBegin-BrigadierWolf+Jul 18 2005, 03:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BrigadierWolf @ Jul 18 2005, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Keep in mind that Maya wont just *generate* textures. basically It takes whatever attributes and maps you assign to a shader node and bakes them down into one file in the format of your choice. If done using Mental Ray you can also bake lighting information, which is pure awesome, if a bit tricky.
The examples above were the result of using a large scratchy metal texture as a Bump map on top of a Phong E shader with a Drab Green color and a ramp utility set up as the input for the specular color. I then set up a directional light and set it to an angle towards the grips and baked the texture and lighting information. That was the result. Thinking it over I should have used a spotlight since directional lights have no falloff. Ill try it again later.
Oh and yes Gravity, Maya is teh Win.
And Fuzzy, Maya doesnt export to HL SMD, But it does output to HL2 SMD. the major differences being the way skeletons are assigned. HL2 uses vertex weight mapsto determine how much influence each joint has over each vertex, whereas HL1 is only either Full influence or No influence. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thats easy to bypass then, save all the stuff as hl2 smd's, then open them in milky and save them as hl1 smds. Should work out fine.
<!--QuoteBegin-NEX9+Jul 19 2005, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEX9 @ Jul 19 2005, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think i just wasted a ja zillion sperm <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> tell your bf to aim better then
<!--QuoteBegin-Coltrane+Jul 18 2005, 04:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coltrane @ Jul 18 2005, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually rendering to textures has been there for a long time... It's actually quite funny that a lot of people just don't know about it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yup - that formed the basis for all of my skin work back in the day, after I discovered it.
It's an interesting technique for setting up all your shadows and maybe some tactile details, but it should only be used as a guideline. To make it look more real, it needs to be gone back over by an artist who can take the shadows and turn it into a proper classical skin. Otherwise it's just plastic, which Brig's skins already suffer a lot from.
well, My intention is to use a fairly complex layered shader in order to set the material for each part, Not just a Dark colored Blinn. Right now the only parts on that render that I would consider baking are the barrel shroud and grenade launcher grip. The rest is basically unmodified default Phong shaders. Like I said, Its not nearly done. If you wanna check out one of my test bakes check out the grenade thread, Ill post one of the fullsized baked textures..
Brig...u single-handedly brought this place back to life.
It's been a while since i've visited this place, glad i did at this point in time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
Ive decided to use this model as a bit of an experiment in texture baking. Im going to do all the textures directly in maya, and then Bake the textures along with the lighting information. Ive seen people get good results with this technique so I figure Ill give it a go myself.
This is a render of what I have so far, Not even close to finished, mind you.
omg...
Why cant you export smd anymore? Lose milkshape or something?
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
oooh... i love it when you're mysterious
The examples above were the result of using a large scratchy metal texture as a Bump map on top of a Phong E shader with a Drab Green color and a ramp utility set up as the input for the specular color. I then set up a directional light and set it to an angle towards the grips and baked the texture and lighting information. That was the result. Thinking it over I should have used a spotlight since directional lights have no falloff. Ill try it again later.
Oh and yes Gravity, Maya is teh Win.
And Fuzzy, Maya doesnt export to HL SMD, But it does output to HL2 SMD. the major differences being the way skeletons are assigned. HL2 uses vertex weight mapsto determine how much influence each joint has over each vertex, whereas HL1 is only either Full influence or No influence.
It's actually quite funny that a lot of people just don't know about it.
I mean if you're a skinner you can make the whole lightning of your model's skin with one render and it's 'perfect', meaning that there's no errors of how the light acts on the model. So you don't get those things that one bolt is skinned that the light comes from left and the other bolt next to it is skinned so the light comes from right (of course only when the lightning set is made right).
Bunch of 3d apps has this ability, for example on 3dsmax you can render specular-, diffuse-, shadows-, lightning-, normals-, blend- and alphaMaps.
You don't need any plugins for that, it's been there default for ages.
But anyways, looking good wolf. Nice to see that even someone is trying to keep some life in here :)
It's better and more professional than 99% of the stuff which is now on these forums! :)
thats just not right
The examples above were the result of using a large scratchy metal texture as a Bump map on top of a Phong E shader with a Drab Green color and a ramp utility set up as the input for the specular color. I then set up a directional light and set it to an angle towards the grips and baked the texture and lighting information. That was the result. Thinking it over I should have used a spotlight since directional lights have no falloff. Ill try it again later.
Oh and yes Gravity, Maya is teh Win.
And Fuzzy, Maya doesnt export to HL SMD, But it does output to HL2 SMD. the major differences being the way skeletons are assigned. HL2 uses vertex weight mapsto determine how much influence each joint has over each vertex, whereas HL1 is only either Full influence or No influence. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thats easy to bypass then, save all the stuff as hl2 smd's, then open them in milky and save them as hl1 smds. Should work out fine.
tell your bf to aim better then
It's actually quite funny that a lot of people just don't know about it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yup - that formed the basis for all of my skin work back in the day, after I discovered it.
It's been a while since i've visited this place, glad i did at this point in time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->