Just a quick video tutorial where I talk about my process to normalize textures in Softimage. Spanish audio.
Do you like to see my tutorials in English? Send me a line.
Cheers.
softimage
Just a quick video tutorial where I talk about my process to normalize textures in Softimage. Spanish audio.
Do you like to see my tutorials in English? Send me a line.
Cheers.
A walk through video about setting up linear workflow in Softimage, audio only in Spanish but it’s quite simple to follow watching the movie.
Recently I was involved in a master class about texturing and shading for animation movies, and as promised I’m posting here the technical way to set-up different UV sets inside Softimage.
Super simple process and really efficent methodology.
SSS is a very nice shader which works really great with a good lighting setup, but sometimes is so expensive shader when you´re using Mental Ray.
Find below a couple of tecniques to deal better with SSS. Just keep in mind that those tricks could improve your render times a bit, but never will reach the same quality than using SSS for itself.
Yes I know, working with normal maps in Softimage is a bit weird sometimes, specially if you worked before with 3D Max normal+bump preset.
I’ve been using the same method over the years and suited fine for me, maybe would be useful also for you.
I prefer to generate the normal maps inside Softimage rather than Mudbox or Zbrush, usually works much better according to my tests with different assets.
- The most important options are:
- Use a normal map node connected to the bump map input of the shader.
When we start the task of texturing props, environments or characters, one of the first steps we accomplish after completing the UV Mapping, is baking different texture maps or procedural maps (or any other type) to a later use them as a base point to paint our textures.
Probably the most baked map is the ambient occlusion, to reach a base of dirt in logic areas which we will modify in Photohop, BodyPaint or Mudbox.
In my own experience I think that occlusion bakes are incredibly useful but a little bit boring.
Find below a simple method to create a more funny and live ambient occlusion bakes.
With this method we achieve that the bitmaps or procedural maps get masked by the occlusion, creating dirt on the logical and less exposed areas, but with the variation given by the map.
The keys to reach good results are the configuration of the occlusion and the quality of the maps.