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.
texturing
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.
It is always a bit tricky to set up Zbrush displacements in the different render engines.
If you recently moved from Mental Ray or another engine to V-Ray for Maya, maybe you should know a few things about displacement maps extracted from Zbrush.
I wrote down here a simple example of my workflow dealing with that kind of maps and V-Ray.
These are the key points of an introduction lecture which I gave about texturing for VFX film projects.
We used different assets on the class but this is the only one which is not copyrighted and I can show here.
I created this asset specifically for this course.
Summary
- Check the model.
- Render a checker scene.
- Decide about the quality needed for the textures. Is it a hero asset?
- UV mapping.
- Organization methods.
- How many UDIM’s?
- Photo Shoot.
- What kind of lighting do I need?
- Accessories. (Color checkers, tripod, polarized filters, angular base, etc).
- Bakes. (dirt maps, dust maps, UVs, etc).
- Grading reference images. Create presets.
- Clean reference images for projections.
- Create cameras and guides in Maya/Softimage for projections.
- Adapt graded and cleaned reference images for projection guides.
- Project in 3D software or Mari. (Mari should be faster).
- Work on the projections inside Mari. (We can use Photoshop, Mari or both of them. Even Nuke).
- Create a 16 bits sRGB colour textures.
- Test colour channel in the light rig.
- Create a 16 bits gray scale specular textures.
- Create a 16 bits gray scale bump textures.
- Create a 16 bits gray scale displacement textures.
- Create a 8 bits gray scale ISO textures.
- Look-Dev blocking.
- Import the light rig.
- Create a basic pass.
- Checker render (matte).
- Checker render (reflective).
- Create clusters.
- Block materials.
- Look-Dev primary.
- Set up diffuse.
- Set up specular and reflections.
- Balance materials.
- Look-Dev secondary.
- Set up bump.
- Set up displacement.
- Rebalance materials.
- Set up ISO’s.
- Look-Dev refinement.
- Rebalance materials if needed.
- Create material libraries.
- Render turntables.
I did this video for all the people enrolled in my texturing and look-dev course.
In that course I use Mari for some texturing tasks and with this video I’m trying to give to the students a short introduction to Mari before starting the course.
The audio is only in Spanish but I will record the video in English soon.
Enjoy!
Here some assets which belong to my Texturing and Look-dev course, available soon.
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.
Yes I know, make your Mari textures work inside Maya could be a bit weird specially if you never worked before with multi UV spaces.
I hope to give you some clues with this quick and dirty step by step tutorial.
I’m using the blacksmith guy from The Foundry who has 40 textures with 4k resolution each.
Will be updated on the time.
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.
One of the most useful workflows when you are texturing is bake your textures from one UV set to another one.You will need to do this for different reasons, one of them for example could be using different resolution models with different UV mapping or using a different UV mapping for grooming, etc.
The first time I tried to do this in Maya I realize that MentalRay Batch Bake tool doesn't work fine, I don't know why but I couldn't use it.
I solved the problem using Transfer Maps tool for Maya and decided to write down for future chances.
When you’re going to texture an asset which already have a displacement map, probably you’ll want to apply that displacement to your mesh before start the painting process.
In my pipeline, I usually apply the displacement map in Mudbox and then I export the high resolution mesh to Mari.
The problem here is that Mudbox doesn’t allow you to work with displacement maps and multiple UV shells.
I tried below to find a solution for this problem.
As you’ll realize, Mudbox doesn’t allow you to choose different maps for each UV shell which means that Mudbox will be able only to sculpt using the displacement map for U0-1 V1-0 coordinates. Big problem.
The way which I’ve found to solve this problem is:
Move left -> polyEditUV -u -1 -v 0 ;
Move right -> polyEditUV -u 1 -v 0 ;
Move up -> polyEditUV -u 0 -v 1 ;
Move down -> polyEditUV -u 0 -v -1 ;
When you are working with huge assets is very useful to keep everything organized.
One of the best ways to do it inside Mary is using selection groups.
If you are getting crazy trying to find the save as button in Mari, don’t worry, it's not there.
The best way to save as in Mari is using snapshots tool.
Is not exactly the same as save as option, but is something quite similar.
Step by step tutorial.
BodyPaint only allows to work with one material at the same time, so you will need to switch between both materials to paint in a properly way.
Sometimes is very useful to work with different range of UV’s, specially when you are working with a huge assets and a high detail is needed.
Find below my workflow dealing with this kind of stuff.
Looks awesome in the viewport.
People asked me for a step by step installation and usage of Binary Alchemy Color Ray Length shader in 3D Max.
Here we go.
Installation
Usage
Edit: The most important parameters to play with are “spread” and “far output”.