Have a look to the new Happy Feet 2 theatrical trailer, the last animation movie which I was involved.
Congrats to all Dr. D Studios crew, this movie is looking terrific!
Enjoy!
Have a look to the new Happy Feet 2 theatrical trailer, the last animation movie which I was involved.
Congrats to all Dr. D Studios crew, this movie is looking terrific!
Enjoy!
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.
Warner Bros has just released two new tv spots for Happy Feet 2, the last animation project which I worked on.
Enjoy!
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.
Mari is a great tool for texturing purposes and has a lot of useful small options. I’m going to speak about rendering turn tables for dailies.
Most of the options speak for themselves.
The most important are:
Then click OK and render will start.
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.
Here a table with my favourite UV Layout shortcuts, ready to print in A6 format.
To not forget in future productions.
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”.
Some time ago I wrote a post about my workflow to find image references and general information, useful when you are in the researching phase of your work.
I’ve found a nice tool of Google which helps you to find information related to one topic written by you.
For example, if you need references of American cars, but you only know the companies “Chevrolet” and “Buick”, Google gives you related companies of American cars.
It’s very useful!
Black holes are a key feature in 3D lighting and compositing, but black holes with bounced information are super!
Beauty channel.
Alpha channel
Sometimes is very useful to generate inverse occlusion bakes to reach an interesting starting point to paint our dirt maps.
Vray dirt material is perfect for this goal, but if you don’t work with Vray, is very easy to do the same with Mental Ray and Binary Alchemy Shaders.
This technique is based on “worn edges techniques” by Neil Blevins.
Requirements
Procedure
This shader is completely procedural, easy to setup and quick to render. It's so basic but it gives you the sense of real dust, adding to your props some realistic properties and richness.
It might be useful for environments like basements, storage rooms, etc.
I'll be proposing two different ways to create this shader.
The first version is probably better, in a way that looks more realistic, but render times are also higher.
The second one is more simple, less real but it renders way faster.
It is always a good idea to know how to setup both version, depending on your production needs so here we go.
Dust_material_vray_v001
This material has been created using a blend node that mixes two different shaders using a mask. You can use a procedural or bitmap masks.
The first shader in the mix is the one designed to create the surface properties of your asset. In this case is called "teapot". Very simple shader with some reflection properties.
The second shader in the mix is the one designed to be dust. It's a simple shader without any kind if reflection, just matte properties.
You can also add some procedural noise as bump map, to simulate dusty areas and make some differences against the teapot material.
As mask I'm using a towards/away falloff in z direction. Playing with the mix-curve you can control the behaviour of the mix.
In the white colour of the mask we can add some procedural noise to create variation.
The best way to adjust all the shader parameters is testing them one by one in different renders.
Teapot shader.
Dust shader.
Dust mask.
Final render.
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.
This is the scene that I'm using for this example.
Regular ambient occlusion render.
Ambient occlusion render mixed with bitmap textures.
Dirt shader in Softimage.
Dirt shader in Maya.
Dirt shader in Max part 1/2
Dirt shader in Max part 2/2