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nickz
04-26-04, 09:04 AM
Here is the latest test I'm working on. It belongs to the Tortosaur body. I’m learning how to paint bump in real time. I can’t find the fix seam when I’m finished building the map. Also when you use the bump preview shader how do you control the bump depth or depth factor. The only way know right now is to convert the texture in to an alpha and adjust the number in the alpha tab. I also had a question about displacement. I took my head model and generated a displacement map. I then applied that map as a displacement map back onto the lo res cage. I divided the mesh back to the highest res that it was created from , but now there are some odd polys that are shooting out around the edges of my model. Anyone know what I did wrong? Also, what file format can you use in Maya with mental ray that is 16 bit? Tif won’t render.... bummer!!!

Thanks for all the help!!

Tortosaur_arm_layout_l_01_hi.jpg

Tortosaur_arm_layout_r_01_hi.jpg

Peace,

NickZ.

arepa3000
04-26-04, 11:52 AM
hello.. i can answer your questions .. just say ..i like the arm, well done, ... just a question..do you plan to do the entire model by parts? or are the other parts hidden? and how many polys have it?

Thanks..

nickz
04-26-04, 12:17 PM
Well I need to do it in pieces right now because my computer doesn't have that much ram. There are over 900,000 polys right now. You could imagine the poly count for the entire model. About my displacement problem, I turned of the option to have changes travel down to my lower res meshes, is that where I screwed up? If so is there a way back?

mickatt
04-26-04, 01:17 PM
hi nickz very nice work !!!!

great details :tu:


can't wait to see the rest of the body...
I like how the arms look like :tu:
I prefer with a 4 fingers than 3 :td:
about the tif format
Maya don't recognized the 16 bit tif but you could convert to iff 16 bit using this command line :

example : imgcvt image.tif image.iff

now you have a 16 bit iff file.

hope this help you

sorry for my english
:(

nickz
05-03-04, 11:29 PM
Here are the latest test that I rendered in Maya using Mental Ray. I closed the mouth up to make sure that was working properly!

tortosaur_maya_mental_rende.jpg

Hope you enjoy!

Peace,

NickZ.

aminuts
05-04-04, 12:46 AM
question.....why create a displacement map from the lowest to the highest if you are going to take that result and place it back on the highest? kinda defeats the purpose.

before you did the displacement you had the look you wanted with the highest mesh so why create a displacement halfway between then apply it to the highest?

I think that would explain weird stuff going on.

also the bumpviewer material should have settings to minimize bumps plus you can use zintensity to control that as well...easier actually.

ummmm i forget what else you asked at the moment.

good job so far on your model tho. keep at it.

nickz
05-05-04, 06:38 PM
question.....why create a displacement map from the lowest to the highest if you are going to take that result and place it back on the highest?


Because I wanted to check the displacement map in z brush before I take it to Maay to render. Z brush can show me what the displacement will look like a lot faster than setting up the shaders and rendering in Maya only to find out there is some sort of problem.


I'm not creating the displacement from a mid level. I'm creating my highest level of detail and then droping it down to level 1 and then generating my displacement map.

I found how to lessen the bump effect using alpha but I haven't found that same workflow when painting using the bump preview material.

aminuts
05-05-04, 10:12 PM
hi nick

I am still new to this displacement thing and still kinda lost when you say you wanna check the displacement created from lowest to highest on the highest.

I guess the first question is are you planning to use the highest in maya or whatever app you mentioned? if so would it not be better to delete lower levels and let zbrush create the cage from the highest to get better results? hahaha if that's even possible...i am still experimenting with it all myself.

thanks in advance for any explanation you have time for.

oh yeah wouldn't intensity level affect the bumpviewer material? been awhile since I used that as well and maybe I am missing the point of what you are trying to do with that.