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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Elondris Singh
Gallente
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Posted - 2011.03.31 19:34:00 -
[1021]
Originally by: AlleyKat
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
You have a full res of that?
Not really - I had to zoom out in order to get that shot as it is. I'm not gonna spend time in photoshop stitching screenshots of my material editor together >.<. I would send you the Material Library, but there are materials I used that are exclusive to the renderer I use, not to mention I have materials that I wrote, plus the base materials that my materials extend.
Originally by: Jean CatClaw
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
If your facing the texture-flip issue, that's really really easy to fix in max. http://i.imgur.com/Z47or.jpg
jezuz chr... all that for the textures on 1 model?
Yup!.
Basically, here's a breakdown as to what's going on in my material. From left to right.
first, the textures themselves. They are simple bitmap parsers, and I use a Color Correct material to split them into the channels that I'd need. Example, On the Color Correct I can take the Green channel, map it to the red on the output, take the alpha, and map it to the green on the output - thus the normal map.
Diffuse Material is pretty simple. I just take a color value and multiply it with the diffuse texture - That get's plugged into the diffuse slot. The colors here are actually a vector of three floats, each one representing a channel - this way I'm not limited to "255" but I can plug in Overbright colors.
Same with Illuminence.
Specularity and Glossiness is essentially the same thing except I use a single float value and multiply it with the respective map instead of a color. Again, this is so I can bump the float values to above 1.0.
Normal map is basically plugged right into the normal-map-parser and is put into the bump slot.
Reflection uses a raytrace map with a falloff (set to Fresnel) in the filter slot. The fresnel's index of reflection/refraction is guesswork. I then plug in float values into the Fresnel's map textures. This is, again, so I can bump the values to above 1.0 (or 255 depending on how you think of it).
The Real magic happens at those four materials with the large thumbnails. each one is a "coat" - The top one is the base, the middle one is where the "camo" lies, and the third one is the "paintjob" one. These are all mixed together by the root node - the mask textures can be plugged into that layer material to dictate where it's restricted.
Make sense?
____ "There was a time in the evolution of all things that work, when it didn't" http://www.robinomicon.com |
Wild Rho
Amarr Sniggerdly
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Posted - 2011.03.31 20:23:00 -
[1022]
Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.
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chris poispads
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Posted - 2011.03.31 22:05:00 -
[1023]
Edited by: chris poispads on 31/03/2011 22:08:04 check these out. universes! I saw this when getting my model. Much respect to AlleyKat.
Originally by: Wild Rho Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.03.31 22:47:00 -
[1024]
Each of those faces are still 512 x 512 which I can already generate myself. When I use these for the skybox of a scene they come out very fuzzy no matter what I've tried and I'm hoping someone knows if there are higher detail background textures or a way to scale the resolution on the current ones up without too much pixelation.
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Elondris Singh
Gallente
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Posted - 2011.03.31 23:07:00 -
[1025]
Originally by: Wild Rho Each of those faces are still 512 x 512 which I can already generate myself. When I use these for the skybox of a scene they come out very fuzzy no matter what I've tried and I'm hoping someone knows if there are higher detail background textures or a way to scale the resolution on the current ones up without too much pixelation.
If you are using 3ds Max, you can change the Sampling type from Pyramid to Summed Area in the bitmap material - that might help a bit. If that doesn't do it - a supersampler might help (I like the halton-types myself).
____ "There was a time in the evolution of all things that work, when it didn't" http://www.robinomicon.com |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.04.01 14:26:00 -
[1026]
I've been looking into skyboxes/spheres/cubemaps for a while now, but that is really from a UDK perspective.
Still experimenting...but will probably end up with a starfield backdrop, with some layers in between for nebulae and a particle system for 'space-dust' - add in some bloom/volumetric lighting and things start to look better.
It's really about how far you are willing to go, for a static rendered image, probably don't need a cubemap tbh.
AK |
Umbraene
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Posted - 2011.04.12 15:27:00 -
[1027]
hey guys,
i cant run triexporter on my machine.. god knows why..
does anyone have the full package for the new megathron obj and relevant mats? while im asking im trying to get as many ships as possible.. if anyone has a link or more of the gallente ships please let me know... for maya not 3ds.
Illuminee
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.04.13 19:54:00 -
[1028]
Originally by: Umbraene hey guys,
i cant run triexporter on my machine.. god knows why..
does anyone have the full package for the new megathron obj and relevant mats? while im asking im trying to get as many ships as possible.. if anyone has a link or more of the gallente ships please let me know... for maya not 3ds.
Illuminee
I have a full package for you here
Behind that zip you will find:
2 x 3 Texture files 1 x OBJ file 1 x RED file (txt) which will tell you how to plug the textures into your material editor.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
chris poispads
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Posted - 2011.05.10 00:20:00 -
[1029]
hey there guys back again still can't get triexporter to work. I'm doing a scene were i need either a gallente or amarr freighters for 3ds max with textures? either would do but both would be awesome. could anyone help me out? I would be super greatfull!
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VolatileOne
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Posted - 2011.05.18 08:13:00 -
[1030]
Edited by: VolatileOne on 18/05/2011 08:12:52 .
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Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.18 16:26:00 -
[1031]
Chris,
I will get them to you shortly. |
chris poispads
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Posted - 2011.05.23 23:43:00 -
[1032]
Originally by: Foxgguy2001 Edited by: Foxgguy2001 on 18/05/2011 17:27:49 Edited by: Foxgguy2001 on 18/05/2011 17:23:48 Chris,
I will get them to you shortly.
--edit do you need the textures edited/flipped/converted to .png or .psd from .dds etc.?, or can you do it yourself?
Thank you loads for helping me out. if you could convert then to pngs that would be great. but only if its not too much trouble for you? thanks again
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.25 17:45:00 -
[1033]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
Yes Please
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.25 22:03:00 -
[1034]
Just gone to have a play and now getting 'Improper file format' when importing .3ds file for Thorax into 3DS Max 2011.
Any ideas why??
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.26 19:01:00 -
[1035]
Here is my first ship render, hope you like:
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Dayfox
Caldari Super Licky Bad Ass and Cool
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Posted - 2011.05.26 20:03:00 -
[1036]
Nice work Craig. you work out all the subobjects? I always hate doing min ships, they have so many sub objects with very vague names, the new models are so much easier with just a mask and submask!
Modulated strip miners Just some glory images for you all to see.... Lighting's not great and im sure they will look so much better ingame once they have all the effects! Just a few sneek peaks. Big gun is BIG Also haven't got the animation in Max yet so can't demonstrate that, but I have got a seperate program to view them and they are awsome, go CCP!
New carebare view! No more glowing eyeball's sucking rocks!
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.27 06:36:00 -
[1037]
Originally by: Dayfox Nice work Craig. you work out all the subobjects? I always hate doing min ships, they have so many sub objects with very vague names, the new models are so much easier with just a mask and submask!
Modulated strip miners Just some glory images for you all to see.... Lighting's not great and im sure they will look so much better ingame once they have all the effects! Just a few sneek peaks. Big gun is BIG Also haven't got the animation in Max yet so can't demonstrate that, but I have got a seperate program to view them and they are awsome, go CCP!
New carebare view! No more glowing eyeball's sucking rocks!
Nice. No I did eve know about the subobjects :D
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Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.29 06:10:00 -
[1038]
Edited by: Foxgguy2001 on 29/05/2011 06:14:05 Wow those new stripminers are sexy! Do Want!
Do they require you to move all the different elements around to assemble the turret like the old ones? ~Fox |
Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.29 06:13:00 -
[1039]
Originally by: chris poispads
Originally by: Foxgguy2001 Edited by: Foxgguy2001 on 18/05/2011 17:27:49 Edited by: Foxgguy2001 on 18/05/2011 17:23:48 Chris,
I will get them to you shortly.
--edit do you need the textures edited/flipped/converted to .png or .psd from .dds etc.?, or can you do it yourself?
Thank you loads for helping me out. if you could convert then to pngs that would be great. but only if its not too much trouble for you? thanks again
Sorry about that Chris...completely slipped my mind...i'll get em to you hopefully tomarrow.
~Fox |
Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.29 22:53:00 -
[1040]
Chris,
Here is the providence... working on the Obelisk
http://foxgguy2001.deviantart.com/art/Amarr-Providence-210874190 ~Fox |
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Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.30 16:42:00 -
[1041]
Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials ~Fox |
ELECTR0FREAK
Eye of God United Front Alliance
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Posted - 2011.05.31 03:21:00 -
[1042]
Edited by: ELECTR0FREAK on 31/05/2011 03:21:34
Hey folks. First, thanks to Selvin for the great tool. Thanks to those who have posted various how-tos on using Blender, I've learned a TON in the last few days.
Just wanted to point out that in the current Duality client, there's a LOT of models and textures for the other Captain's Quarters as well as blockouts for the Caldari and Gallente "Establishments" as well as what appears to be just about everything for the Amarr Establishment.
It's mostly under res/graphics/interior, though there is some interesting stuff under res/graphics/placeable. I've been trying to piece together the CQs and the Amarr Establishment but I'm too much of a novice to do it efficiently (or terribly effectively).
So I'm just throwing this out there for anyone that wants to try to build a sneak peak at some of the new material. I'll be giving it a go myself (mostly as a learning experience) but I wouldn't mind if someone with more experience was able to produce results in a shorter time frame. :)
Discoverer of the Original Missile Damage Formula |
Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.31 05:43:00 -
[1043]
Wow this is great news... I've been salivating over those new turrets posted above... I'll deff have a download and give it a good looking into :D Appreciate the heads up! |
chris poispads
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Posted - 2011.05.31 13:47:00 -
[1044]
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials
Thank you soooo much i'll be using them both as part my project. If you need anything at all drop us a line!
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Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.05.31 15:16:00 -
[1045]
What's the project? :p Now You've spiked my curiosity |
Dayfox
Caldari Super Licky Bad Ass and Cool
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Posted - 2011.05.31 17:15:00 -
[1046]
Evenin all!
Yes Selvin has made a great tool, dont think he can get a enough thanks. Maybe I'd be able to send him some ISK if I spent more time playing than I did rendering EVE lol.
I've been trying to extract the motion in the .GR2 files, the only one I have been able to find is for Max8 32bit, and is too old anyway... Any ideas anyone?
Also the strip miners on my previous pics apparently are deep core miners, so my bad... i might update soon.
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Hesperius
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Posted - 2011.05.31 17:31:00 -
[1047]
Has anyone had the problem where the exporter wont open anymore - and if so how did you fix it?
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Craig Linford
Gallente Falcon Security
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Posted - 2011.06.03 07:38:00 -
[1048]
Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials
Have you got a guide that you followed?
Would be useful for use newbies :D
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chris poispads
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Posted - 2011.06.03 23:51:00 -
[1049]
Originally by: Foxgguy2001 What's the project? :p Now You've spiked my curiosity
i'm doing a scene with both of the freighters being loaded with cargo containers. I have to be honest and say i have had trouble with the pieces you sent. The diffuse maps are all black? is that right? I also can't access how the max file because of the vray. If i gave you some isk could you repost the max file without v-ray' I'm just a tad lost on how the textures go together in the material editor?
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chris poispads
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Posted - 2011.06.03 23:55:00 -
[1050]
Originally by: Craig Linford Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials
Have you got a guide that you followed?
Would be useful for use newbies :D
No I dont think I did?
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