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CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.06.27 14:58:00 -
[31] - Quote
Xenuria wrote:The last time I used maya professionally was when it was called maya 6. I was 15 and at a community college putting **** on everything with the sculpt tool. When I wasen't doing that I was making some seriously cool stuff.
Honestly my memory is foggy and maya has obviously changed somewhat since then. I said before that I would be more than happy to pay somebody to make an accurate up to date guide for me and anybody else that wants it.
Edit: also I HAVE looked at guides... ALL of them are outdated or inaccurate.
I'll quickly tell you what to do for PGS textured objects (this will not be the same for NGS textures)
1) Remember to always flip textures horizontally before you extract all the channels or save a completely file and when saving to so as 24bit targas using the highest quality mipmap available from the .dds files.
2) Diffuse texture - ????_d.dds
3) Normal map - ????_n.dds, move the Green Channel to the red, Move the Alpha channel to the Green, delete the alpha channel before you save as a targa file.
4) Specular map - ????_pgs.dds, green channel
5) Self Ilumination Texture/ Light Map - ????_pgs.dds, alpha channel 5b) Make sure to check the lightmap to see if it has any tertiarty masks in it, you can tell because there will be solid white shaped that do not look like either lights or engine parts. You can either extract these yourself from the light maps and make into their own masks which are needed for certain ships that require actual geometry maskins (like the rifter sticky out bits, or the apocolypse) or you can set these up in your shader if you know how and the objects UVs are still intact.
6) Mask - ????_pgs.dds, Red channel, invert the texture before saving as a targa file
7) Submask - ????_pgs.dds, Blue Channel
8) Create composite maps for every uv map channel on each object per texture slot, with atleast 3 layers in each composite map to account for the different effects used on the ships. ie. Diffuse + No Mask, Diffuse + Mask, Diffuse + Submask each of which has their own colours and variables for diffuse, specular/ gloss, reflection, etc.
9) When reading the .red files from old client files (.black files that are used now are currently unreadable) times the values of the colours by 100, and apply colours to each texture in each composite map. Depending on how you setup your shader you may or may not be able to use all these variables from the .red file.
10) Save the whole scene and material setup without making any changes to any variables.
11) Play with the shaders and your setup manually to get desired results. DX shaders tend to look the most similar to ingame and have the added benefit of actually using your video card and will rasterise in real time (if you gpu is any good). However you will most likely be restricted to 3 lights.
Thats all you need to know to get started. |

Patrakele
Sebiestor Tribe Minmatar Republic
6
|
Posted - 2012.06.27 15:14:00 -
[32] - Quote

Mayan.....2013..... world end? NOOOOO too soon :( |

Roc Wieler
Tribal Liberation Force Minmatar Republic
168
|
Posted - 2012.06.27 15:36:00 -
[33] - Quote
CPPC Drone wrote:
I always liked you :3
Kyle Ward wrote:*swoon 
I'm liking the both of you more and more. Never start a fight you can win.
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Hikaru Kuroda
Shimai of New Eden
62
|
Posted - 2012.06.27 15:41:00 -
[34] - Quote
Hope this is useful for you:
http://cargocollective.com/ThomasM/Eve-2-Unreal-UDK-Ships |

Xenuria
Southern Cross Empire Flying Dangerous
553
|
Posted - 2012.06.27 16:48:00 -
[35] - Quote
CPPC Drone wrote:Xenuria wrote:The last time I used maya professionally was when it was called maya 6. I was 15 and at a community college putting **** on everything with the sculpt tool. When I wasen't doing that I was making some seriously cool stuff.
Honestly my memory is foggy and maya has obviously changed somewhat since then. I said before that I would be more than happy to pay somebody to make an accurate up to date guide for me and anybody else that wants it.
Edit: also I HAVE looked at guides... ALL of them are outdated or inaccurate. Its 3am and I'm notoriously **** with english at this time, but I'll quickly tell you what to do for PGS textured objects (this will not be the same for NGS textures) 0) Download an old version of the client that uses .red files to control what a ship looks like in game (these can be opened in a text editor) so that you know what base colours to use on your textures and texture masks. .Black files have replaced .red files but I have no idea how you read these. 1) Remember to always flip textures horizontally before you extract any channels or save a completed texture; when saving do so as a 24bit targa using the highest quality mipmap available from the .dds file. 2) Diffuse texture - ????_d.dds 3) Normal map - ????_n.dds, move the Green Channel to the red, Move the Alpha channel to the Green, delete the alpha channel before you save as a targa file. 4) Specular map - ????_pgs.dds, green channel 5) Self Ilumination Texture/ Light Map - ????_pgs.dds, alpha channel 5b) Make sure to check the lightmap to see if it has any tertiarty masks in it, you can tell because there will be solid white shaped that do not look like either lights or engine parts. You can either extract these yourself from the light maps and make into their own masks which are needed for certain ships that require actual geometry maskins (like the rifter sticky out bits, or the apocolypse) or you can set these up in your shader if you know how and the objects UVs are still intact. 6) Mask - ????_pgs.dds, Red channel, invert the texture before saving as a targa file 7) Submask - ????_pgs.dds, Blue Channel 8) Use composite maps instead of straight texture files, with atleast 3 layers in your composite map to account for the different effects. For example your diffuse texture setup is made up of 3 different hierarchical texture layers each with their own masks as shown below: Example Diffuse Setup:Layer 3: Texture: diffuse.tga with colour ramping to match .red file values under "submask" + Mask: submask.tgaLayer 2: Texture: diffuse.tga with colour ramping to match .red file values under "mask" + Mask: mask.tgaLater 1: Texture: diffuse.tga with colour ramping and no mask 9) When reading the .red files from old client files (.black files that are used now are currently unreadable) multiply the values found by 100, and apply colours to each of the texture layer in each of your composite maps. Depending on how you setup your shader or what program you use, you may or may not be able to use all the variables found in a .red file. 10) Save the whole scene and material setup without making any changes to any variables. 11) Play with the shaders and your setup manually to get desired results. DX shaders tend to look the most similar to ingame and have the added benefit of actually using your video card and will rasterise in real time (if you gpu is any good). However you will most likely be restricted to 3 lights. Thats all you need to know to get started, but I'd suggest making a script to do all the above for you like I have, it saves a shitload of time. :)
Ok, listen... I realize that unlike some people you are actually trying to help me. The problem is the information you are providing me is based on an outdated system. The game was created in Maya. Ok?
Their is no reason the dds files should need to be broken down and even when breaking them down as you describe you neglect to mention where to insert them into the material properties.
Xenuria Rising |

Xenuria
Southern Cross Empire Flying Dangerous
553
|
Posted - 2012.06.27 16:50:00 -
[36] - Quote
  
This is not a guide about doing everything in Maya... It is a guide about doing some things in maya and other things in a different program... Xenuria Rising |

CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.06.27 21:50:00 -
[37] - Quote
Xenuria wrote:   This is not a guide about doing everything in Maya... It is a guide about doing some things in maya and other things in a different program...
The reason why you seperate them is so that you can manually adjust and fix any problems in photoshop easily, which you will get with the quality of some ships. You don't have to seperate them, but I do.
The textures are plugged into the obvious places :3 you should be able to figure it out.
Goodluck. |

Xenuria
Southern Cross Empire Flying Dangerous
561
|
Posted - 2012.06.27 22:33:00 -
[38] - Quote
CPPC Drone wrote:Xenuria wrote:   This is not a guide about doing everything in Maya... It is a guide about doing some things in maya and other things in a different program... The reason why you seperate them is so that you can manually adjust and fix any problems in photoshop easily, which you will get with the quality of some ships. You don't have to seperate them, but I do. The textures are plugged into the obvious places :3 you should be able to figure it out. Goodluck.
I don't know where to plug them into maya. Like I said, I used maya professionally years ago.. With the pod I put the diffuse as the base color of the phong material and the bump map in the bump map slot.
But the long rectangle of yellow and green dosent seem to fit anywhere..
Sure I am starting small with a pod, But eventually I NEED to get a fully rigged character model into maya and so far the guides only show how to get the models in not the textures... Xenuria Rising |

CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.06.28 04:24:00 -
[39] - Quote
Xenuria wrote:CPPC Drone wrote:Xenuria wrote:   This is not a guide about doing everything in Maya... It is a guide about doing some things in maya and other things in a different program... The reason why you seperate them is so that you can manually adjust and fix any problems in photoshop easily, which you will get with the quality of some ships. You don't have to seperate them, but I do. The textures are plugged into the obvious places :3 you should be able to figure it out. Goodluck. I don't know where to plug them into maya. Like I said, I used maya professionally years ago.. With the pod I put the diffuse as the base color of the phong material and the bump map in the bump map slot. But the long rectangle of yellow and green dosent seem to fit anywhere.. Sure I am starting small with a pod, But eventually I NEED to get a fully rigged character model into maya and so far the guides only show how to get the models in not the textures...
:circleshandsaroundhead:
You are not the easiest person to talk to sorry :| goodluck
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Xenuria
Southern Cross Empire Flying Dangerous
562
|
Posted - 2012.06.28 14:02:00 -
[40] - Quote
Another one bites the dust.
Maybe at some point people who actually have the information I seek will start posting in this thread. People like you just keep posting the same outdated information over and over again. Xenuria Rising |
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CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.07.01 08:46:00 -
[41] - Quote
Xenuria wrote:Another one bites the dust.
Maybe at some point people who actually have the information I seek will start posting in this thread. People like you just keep posting the same outdated information over and over again.
Xenuria...
Its not outdated information, I use it every day and have done for the last 6 years or so I've been playing (and not playing) eve. While the following aren't the best examples as they're not supposed to look like they do in the game, they were all done using the method I described earlier
http://s154.photobucket.com/albums/s260/MrOosterman/facebookpropaganda1.jpg http://s154.photobucket.com/albums/s260/MrOosterman/facebookpropaganda2.jpg http://s154.photobucket.com/albums/s260/MrOosterman/facebookpropaganda3.jpg http://s154.photobucket.com/albums/s260/MrOosterman/facebookpropaganda4.jpg http://i154.photobucket.com/albums/s260/MrOosterman/ponyclub.png |

Grey Azorria
Federation Industries
181
|
Posted - 2012.07.01 10:26:00 -
[42] - Quote
Xenuria wrote:Another one bites the dust.
Maybe at some point people who actually have the information I seek will start posting in this thread. People like you just keep posting the same outdated information over and over again. It's not outdated, THIS (made in 3ds Max 2012) was my first attempt at using a .red file as a guide, it took all of half an hour and I dare say it turned out fairly good (needs better lighting, but it was more of a proof of concept than anything else)
All I did was export the files, open them up in GIMP, flip them vertically, separate the channels and save the channels to separate files (diffuse, specular, bump etc. ) modify the colour of the diffuse maps as per the .red file, invert the mask that needs inverting, apply them to the model using a blend material and tweak the specular values until it looks right.
Is my method the best? No, not by a long, long way. But it is pretty simple and it works, and you know what? I figured most of it out by my self (once I actually learned what diffuse, specular, mask and all that actually meant I really was -and still am- a total noob).
EDIT: Thanks to the others who have posted, some good stuff here. Do not argue with an idiot. He will drag you down to his level and beat you with experience. |

CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.07.01 11:33:00 -
[43] - Quote
Grey Azorria wrote:Xenuria wrote:Another one bites the dust.
Maybe at some point people who actually have the information I seek will start posting in this thread. People like you just keep posting the same outdated information over and over again. It's not outdated, THIS (made in 3ds Max 2012) was my first attempt at using a .red file as a guide, it took all of half an hour and I dare say it turned out fairly good (needs better lighting, but it was more of a proof of concept than anything else) All I did was export the files, open them up in GIMP, flip them vertically, separate the channels and save the channels to separate files (diffuse, specular, bump etc. ) modify the colour of the diffuse maps as per the .red file, invert the mask that needs inverting, apply them to the model using a blend material and tweak the specular values until it looks right. Is my method the best? No, not by a long, long way. But it is pretty simple and it works, and you know what? I figured most of it out by my self (once I actually learned what diffuse, specular, mask and all that actually meant  I really was -and still am- a total noob). EDIT: Thanks to the others who have posted, some good stuff here.
Use a composite map in 3dsmax for each of the texture effects you use, and create 3 layers for the base, mask and submask and then add the relevant paint maps as masks. You can control the colours of the diffuse from the left side by turning on manual colour correction down the bottom and inputing the rgb values. Times what you find in the .red files by 100 to get the correct colours.
If you already do this then I apologise :)
:)
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TheBreadMuncher
Boxxed Up Industries EPIC Alliance
146
|
Posted - 2012.07.01 14:03:00 -
[44] - Quote
Xenuria wrote:Sorry, I was really stressed out when I typed that. I am still really bummed out that I can't open .rpf files, but that is a separate issue. I may just have to change some of the content for my CSM 8 promotional videos if I can't get the max payne 3 models to extract.
You, uhh, you know my banned forum main has more chance of making a comeback than you getting voted in for CSM? "We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming. |

Xenuria
The Scope Gallente Federation
562
|
Posted - 2012.07.01 16:53:00 -
[45] - Quote
Listen, I appreciate you trying to help but I need to do this in MAYA 2013. Not 3dsmax, not poser, not blender, not unreal. I am willing to use GIMP if photoshop CS 2 is not able to do what needs to be done. However I need to be able to do everything in MAYA.
Since you appear to be well skilled in this maybe you could help. Xenuria Rising |

Qanthelas
Brutor Tribe Minmatar Republic
3
|
Posted - 2012.08.21 15:34:00 -
[46] - Quote
Trolling of Xenuria aside, this has been a very helpful thread but I feel like it isn't quite getting anywhere. Cries of "I can't get this to work" tend to be met with "Well, it works, so go make it work." I will freely admit that I'm a noob and not even remotely tied in to graphic design. I'd just like for us to get some guides together that are easy to follow (and don't require a deep knowledge of the software involved) and that requires updated guides. I'm sure that if you are very familiar with the various programs that you can go off the old guides with minimal issues because you know where to find the various specific things talked about in those guides, but I don't. I've got a new thread up to try to compile this type of information - please drop by my new thread if you have solutions or even if you can share things you have tried that used to work but don't any more or flat out don't work at all. |

Xenuria
Marcabian 5th Invasion Fleet
604
|
Posted - 2012.09.19 21:03:00 -
[47] - Quote
Maya is the industry standard and guides that do not take that into consideration are pretty much useless to serious graphic artists like myself. Xenuria CSM 8 |
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