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Old 07-10-2005, 04:14 PM   #76
mayafreak3
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Default fullgarg

i still need to displacement map the feet and arm bracers/leg bracers. Then on to textures.
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Old 07-10-2005, 04:21 PM   #77
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Default head closeup

head closeup
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Old 07-10-2005, 04:26 PM   #78
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Default garghand

garghand
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Old 07-10-2005, 04:40 PM   #79
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Default shading network

Here is the shader network im using to displace stuff.. I stopped using that Zatt6 script.. it adds an unecessary displacement node.. All I'm using is a Sub-D approximation now. Much faster render.. these are rendering in about 2-3 minutes. (pentium 4 2.0gig) This is based from a shading network Scott Spencer did.
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Old 07-10-2005, 05:26 PM   #80
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Great progress on getting your displacement to work!

You're on a roll, dude!
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Old 07-10-2005, 07:26 PM   #81
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Default danke

Quote:
Originally posted by swankymonkey
Great progress on getting your displacement to work!

You're on a roll, dude!
danke swankymonkey


Finished displacement mapping everything but the bracers..
I will prolly make some touch ups to the displacement maps but Texture maps are now in progress


Here are his eyes

production quality setting in mental ray.. with the raytracing turned down a bit.
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Old 07-10-2005, 08:41 PM   #82
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how do you get wet looking eyes? i need too know!!
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Old 07-10-2005, 09:04 PM   #83
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Quote:
Originally posted by Joopson
how do you get wet looking eyes? i need too know!!
Well I just used a nurbs sphere and a layered shader. I didn't model it physically correctly. I used ramps to make the eye procedurally. The main thing is use a phong or phong E shader and then use a second sphere for the lens or a second layer if your using a layered shader and make it transparent and a little reflective. Cosine power around 400.


This is a good tutorial for a hyper realistic eye.

http://www.andrew-whitehurst.net/eyeTut.html

Someone posted a good link for a procedural eye in another thread in this forum, but I cant remem which one atm.

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Old 07-10-2005, 09:30 PM   #84
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thanx:bow: :attn:
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Old 08-10-2005, 09:41 PM   #85
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Default rendertest

just started the textures
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Old 08-10-2005, 09:42 PM   #86
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closeup
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Old 08-10-2005, 09:50 PM   #87
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Default made him blue for fun

Just testing out some colors.. I wanted to stray from the "red-devil" look on the cover of gamebox.
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Old 10-10-2005, 02:41 PM   #88
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Default NICE WORK man!

hey mayafreak, I couldnt find you post without the name.
I like the eyes. Is that an extra node you have for the displacement, where do you get it?... I just convert to subd and use approx editor. The texturing is really looking good too, can you give more details...thanks. I wish I had a 4ghz pc....still using my 2ghz...really chugging along...Its ready to go and minute, I just pray everytime I hit render.

Last edited by varley : 10-10-2005 at 02:44 PM.
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Old 10-10-2005, 03:33 PM   #89
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Default Re: NICE WORK man!

Quote:
Originally posted by varley
hey mayafreak, I couldnt find you post without the name.
I like the eyes. Is that an extra node you have for the displacement, where do you get it?... I just convert to subd and use approx editor. The texturing is really looking good too, can you give more details...thanks. I wish I had a 4ghz pc....still using my 2ghz...really chugging along...Its ready to go and minute, I just pray everytime I hit render.
Hey varley, thanks for the nice comments.

As far as the displacement node goes what you do is open up hypershade and on the lefthand side you should see (Create maya nodes)..under the displacement tab if you open it up you can create a displacement node. The way I did it was to middle drag a phong shader into the work area and then middle drag the displacement node on top of it. Then if you select the phong shader and click on the input/output connections button you should get a graph similar to the one I posted. Just select the displacement node in the work area and open up the attribute editor. Under Displacement attributes click the checker square and choose (File) Then just drop your displacement file into that. Since maya interprets black as 0 displacement and the files created by Z-Brush treat 50% gray as 0 displacement you have to shift the color values with the alpha offset. I use an expression for this. Open up the Color Balance Tab in the File node and click in the Alpha Offset box type in this expression:

= -fileX.alphaGain /2

where X is the name of the file..file1, file2, etc..

Then for alphaGain I choose the Alpha Depth Factor created in Z-Brush. This gives me almost perfect displacement if the file was generated in Z-Brush with the ADF taken into consideration. For some reason it is slightly off sometimes so I just crank the alphaGain up until it looks like it should.

This is the Quick code I use in Z-Brush for the displacement exporter plugin:

DE-LBEK-EAEAEA-D32

Once Z-Brush generates a 32bit .tif file I convert it to a .map file with Mental Rays imf_copy utility.

I am using a .bat file for this that looks like this:

:convertfile
@IF %1 == "" GOTO end
imf_copy -p %1 "%~d1%~p1%~n1.map"
@SHIFT
@GOTO convertfile
:end
@ECHO.
@ECHO Done!
@pause

I just drag and drop my .tif file onto the .bat file and it spits out a .map file in the same directory as the .tif.

Then I choose this .map file as file for the displacement node. I'm using .map files because Mental ray has big problems with .tif files and .map files render much faster.

Thats about it.. other than that I open up the approximation editor and add a subd approximation with settings about 3 min, 7 max, 0.01 length.

I feel ya on the 2ghz machine.. mine is about die as well lol.

peace,

mayafreak3
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Old 10-10-2005, 06:51 PM   #90
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i watched a video by Meats Mier for z/maya...what he does is this:

-converts to subd > than create the displace approx and subd approx on your object.

-for the disp approx set the preset to fine view high quality
-for the subd approx set the method to spatial (in here you set the min to about 2 to start and the max to 7....the min is what you edit later until you get the result you want).

(make sure you flip file in zbrush ...the up down button.....and also convert your tif file from greyscale to rgb in Photoshop first)
-now once you attach your file to the displacement node in the SG part of your shader...you take the alpha value taken from zbush and put that in the alpha...for the alpha offset you take your alpha value give it a negative value and divide it by 2...
ex.. 0.44 for alpha would be -0.22 for offset

-give it a test render...probably wont be good at first...so the only thing to increase till you get what u want is the min value in the subd approx.

-also, under global setting for mental ray I set the translation to progress messages to see status....once the render is done, you look at the poly count...once the poly count starts to get close to your poly count in zbrush they will almost be identical

-also, for best results, if your converting to subd and you want exact results as zbrush....in zbrush go to your lowest division, click on the "cage" (it'll look a bit boxy but that ok> export model > in maya convert to subd and itll look exactly like you lowest division in zbrush

Last edited by varley : 10-10-2005 at 06:56 PM.
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