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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Fri May 28, 2010 10:15 pm 
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crank the alpha gain and negative half the offset, that stops the marshmellowing. so if alpha gain is 10, put the alpha offset at -5.

also, make sure alpha is lumanance is checked on the file node or it just wont work.

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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Sat May 29, 2010 12:29 am 
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thank you so much laz i'll try that out

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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Sat May 29, 2010 12:17 pm 
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since i followed the tutorial and the advice laz gave there must be something wrong with the map but atleast the poly paint texture works but it just doesnt look good with out the sculpted detail and i have two noticeable seams


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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Sun May 30, 2010 11:30 pm 
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using a normal map loaded on a lambert hypershade as a bumpmap worked doesnt look as good as the mudbox sculpt but atleast he has sculpted detail :D now how do i load a texture on top of the bump?


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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Mon May 31, 2010 12:42 pm 
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Mmm.. dont use Maya software to render normal maps, they always process them as bump not tangent space normals which is what you will be outputting from mudbox. If you just change the drop down to mentalray, it will look better

ps. if you are using mentalray then change the bump type on the bumpnode to tangent space normals and not bump (its a drop down box on the bumpnode itself)

As for the texture, just plug it into the "color" attribute on the shader.

Also, dont use a lambert, this guy looks like he should be wet, so you will need some specular.

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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Mon May 31, 2010 12:53 pm 
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awesome thanks for that laz i know what you mean about the spec i recently changed it to phong :D
awesome i'll try that tangent thing right away

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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Mon May 31, 2010 1:14 pm 
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thanks laz awesome advice it looks a lot better
i now just need to adjust the uv layout to match the texture


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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Mon May 31, 2010 2:33 pm 
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hmm.. you cant change the UVs after exporting those maps. Otherwise things wont line up! You may want to change the UVs then import the UV'ed model into mudbox (theres an option to import just the UVs, which works fine if your topology hasnt changed) and then re-export the maps.

Isnt the texture and sculpting done at the same time? If things arent lining up it could be due to the options you have used when subdiving in mudbox :/

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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Mon May 31, 2010 2:40 pm 
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that is true but i dont know why but the uv map was smaller than the texture map so scaling it fixed it, but i still have no idea why the displacement pa didnt work maybe when i get to mds i'll learn where i went wrong :D now i gotta learn rigging and blendshapes :|

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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Mon May 31, 2010 8:20 pm 
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You're making good progress with learning texturing techniques though. Don't spread yourself too thin. How about you add a fine scales texture, and have it overlay / multiply with the current texture so the two blend together?

This is one of the "secrets" of good skin shaders. You have "large bump" maps (e.g. the furrows of the forehead, large wrinkles, which is what your model has now) and also separate "fine detail" maps (pores of the skin, fine cracks etc... these can be just a continuous surface like orange peel or leather). By treating these textures as separate maps and using the hypershader to combine them you can adjust each separately so you end up with gutsy bumps which have fine porous detail when viewed close.

Don't just plug them into the bump... separate detail maps for specularity can have really good results.


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 Post subject: Re: I NEED HELP in more ways than one
PostPosted: Tue Jun 01, 2010 11:44 am 
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thanks lancer thats helped alot but i've hit a dead end with the mix map thing im not too sure what to do from here


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