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Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 01:24:00 -
[1] - Quote
I just installed/unpacked
Maya 2013 Auto CAD 2013 Tri-Exporter 2009 POV-Ray Poseray
Goal:
I want to extract character models, environments and ships and import them in MAYA 2013. I want to configure the lighting options and rendering preferences in Maya 2013 so that they are as close to EVE as possible. Xenuria Rising |

Luis Graca
61
|
Posted - 2012.06.23 01:26:00 -
[2] - Quote
And i want you to stop posting |

Graic Gabtar
The Lemon Party
283
|
Posted - 2012.06.23 01:29:00 -
[3] - Quote
I don't understand any of that OP in any way shape or form.
How much did all that software set you back? EVE shall be purged by fire - please Gods let them ALL burn in Jita. |

Kiteo Hatto
The Fiction Factory Blue Nation
219
|
Posted - 2012.06.23 01:32:00 -
[4] - Quote
Goal: not possible unless you start working for ccp animation department :)
I really doubt that ccp will just tell you their rendering process let alone material shader/settings, i also doubt you can reproduce the same result as them with maya alone, they have their own nifty little software for making trailers(if you look back a bit for one of the fanfest making-of eve never fades videos). You'll have better luck emailing McDonalds asking for their sauce recipe.
I've spoken to a bloke that creates phenomenal eve fanstuff(while his renders are amazing in cinema 4d) he cannot reproduce the exact same look, he even creates custom bumpmaps for the ship materials.
Thats why cheaper coke/pepsi doesn't taste like the real thing  "That's okay it annoys me when people pile on new definitions to the word sandbox every time CCP does something they don't like.
By the by it means non linear gameplay. and free roam worlds." - Alara IonStorm |

Akirei Scytale
Test Alliance Please Ignore
1660
|
Posted - 2012.06.23 01:38:00 -
[5] - Quote
Graic Gabtar wrote:I don't understand any of that OP in any way shape or form.
How much did all that software set you back?
Nothing, he stole it. TEST Alliance BEST Alliance |

Grey Azorria
Federation Industries
173
|
Posted - 2012.06.23 01:45:00 -
[6] - Quote
Akirei Scytale wrote:Graic Gabtar wrote:I don't understand any of that OP in any way shape or form.
How much did all that software set you back? Nothing, he stole it. Not quite, PoseRay, POV Ray, and TriExporter are all free, Auto CAD and Maya are free to students studying a remotely relevant course) Do not argue with an idiot. He will drag you down to his level and beat you with experience. |

Alpheias
Euphoria Released Verge of Collapse
640
|
Posted - 2012.06.23 01:48:00 -
[7] - Quote
Grey Azorria wrote:Akirei Scytale wrote:Graic Gabtar wrote:I don't understand any of that OP in any way shape or form.
How much did all that software set you back? Nothing, he stole it. Not quite, PoseRay, POV Ray, and TriExporter are all free, Auto CAD and Maya are free to students studying a remotely relevant course)
That would imply Xenuria has the brain capacity to learn, which he doesn't. I'd kill kittens and puppies and bunnies I'd maim toddlers and teens and then more |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 02:10:00 -
[8] - Quote
Grey Azorria wrote:Akirei Scytale wrote:Graic Gabtar wrote:I don't understand any of that OP in any way shape or form.
How much did all that software set you back? Nothing, he stole it. Not quite, PoseRay, POV Ray, and TriExporter are all free, Auto CAD and Maya are free to students (studying a remotely relevant course) EDIT: @OP read the .red files, they tell you the exact colours, specular curves etc. used on each ship model, dunno about chars though. There are also many guides on teh interwebs on how to extract models from EVE into 3DS Max, Blender, Maya etc. EDIT 2: THIS was made using something called 3D Ripper DX, never used it myself, but looks like it might be worth checking out.
I have looked at plenty of guides. They seem to be either outdated, missing information or too complicated for me to follow.
I would appreciate it if somebody with the knowledge could break it down for me step by step.
Once I have the thing in maya I can handle it from their. It's just getting it to their is where I lack experience. I realize that exporting an exact copy of my current character model is close to impossible without CCP lending a helping hand. However I have seen plenty of renders that are fully clothed and look like something made in the character editor ingame. So they must have some way of coming close to an exact copy.
The top priority really is the female character model. I don't care if I need to build an animation skeleton myself, that's no big deal. I don't plan to do any videos outside of stuff for my CSM 8 campaign. Xenuria Rising |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 02:27:00 -
[9] - Quote
Just discovered that despite what google says, .Rpf files CAN NOT be opened with AUTO CAD 2013.
My dreams of having Xenuria meet Max Payne are crushed! CRUSHED!
We were going to fight crime together! Xenuria Rising |

Jake Warbird
Republic Military School Minmatar Republic
1448
|
Posted - 2012.06.23 03:25:00 -
[10] - Quote
Xenuria wrote:
Once I have the thing in maya I can handle it from their.
First things first... Learn to differentiate there from their. Come back when you do that and I'll help you with Maya. |
|

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 13:04:00 -
[11] - Quote
Jake Warbird wrote:Xenuria wrote:
Once I have the thing in maya I can handle it from their.
First things first... Learn to differentiate there from their. Come back when you do that and I'll help you with Maya.
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.
Xenuria Rising |

Grey Azorria
Federation Industries
173
|
Posted - 2012.06.23 13:39:00 -
[12] - Quote
Xenuria wrote:Just discovered that despite what google says, .Rpf files CAN NOT be opened with AUTO CAD 2013.
My dreams of having Xenuria meet Max Payne are crushed! CRUSHED!
We were going to fight crime together! Well a quick google says that its either Autodesk Combustion or 3ds Max that you want, not AutoCAD (which really is a 2D program rather than 3D) Do not argue with an idiot. He will drag you down to his level and beat you with experience. |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 13:54:00 -
[13] - Quote
Grey Azorria wrote:Xenuria wrote:Just discovered that despite what google says, .Rpf files CAN NOT be opened with AUTO CAD 2013.
My dreams of having Xenuria meet Max Payne are crushed! CRUSHED!
We were going to fight crime together! Well a quick google says that its either Autodesk Combustion or 3ds Max that you want, not AutoCAD (which really is a 2D program rather than 3D)
I tried those.
The .Rpf file type is actually a RAGE engine package. Basically most of the games files are in .rpf files packaged in their.
So even if those programs could open the file it would probably open all 100+ models at once and crash even my system. Xenuria Rising |

Jake Warbird
Republic Military School Minmatar Republic
1449
|
Posted - 2012.06.23 14:16:00 -
[14] - Quote
Well,I tried searching on the topic for quite a bit. It sounds interesting.
This is what I found about the 'rage package file' type : http://openiv.com/frequently-asked-questions
It says in there that they can edit assets from GTA 4, but goes on to say they can edit .rpf files specifically. They quote 3DS as an example but I'm more of a Maya user. I doubt they will release it as public domain or not just yet, anyways. You could try writing to them and ask them if they would be willing.
Cheers. |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 14:27:00 -
[15] - Quote
Jake Warbird wrote:Well,I tried searching on the topic for quite a bit. It sounds interesting. This is what I found about the 'rage package file' type : http://openiv.com/frequently-asked-questionsIt says in there that they can edit assets from GTA 4, but goes on to say they can edit .rpf files specifically. They quote 3DS as an example but I'm more of a Maya user. I doubt they will release it as public domain or not just yet, anyways. You could try writing to them and ask them if they would be willing. Cheers.
Thanks for helping... When I send an email to some entity asking for the release of tech it normally ends bad. Xenuria Rising |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 17:05:00 -
[16] - Quote
http://i.imgur.com/zstab.png
BEHOLD!
I seem... to have done something wrong..
Rotation and positioning seem to be perfect. I assumed that capsule_ngs was a bump map and it turned out I was right. However the color and wet look of the pod was not working out right. I used the final texture file "capsule_o" as a specular shader and that made it look sorta alright but as you can see its still not right. Xenuria Rising |

Lucy Ferrr
Sebiestor Tribe Minmatar Republic
75
|
Posted - 2012.06.23 17:39:00 -
[17] - Quote
Akirei Scytale wrote:Graic Gabtar wrote:I don't understand any of that OP in any way shape or form.
How much did all that software set you back? Nothing, he stole it.
I highly doubt he ran into a Best Buy or Fry's and stole a bunch of boxes of software. It's much more likely he pirated it, and pirating is NOT stealing. With stealing there is a loss, with pirating there is no loss (besides the false assumed loss of sale). If I were to steal your car, you are out a car and I got a new car. If I were to pirate your album you still have your album and now I have it as well. Not arguing the morality of pirating here, just saying there's a big difference between theft and piracy. Just saying. |

Jake Warbird
Republic Military School Minmatar Republic
1452
|
Posted - 2012.06.23 17:40:00 -
[18] - Quote
Xenuria wrote:http://i.imgur.com/zstab.png
BEHOLD!
I seem... to have done something wrong..
Rotation and positioning seem to be perfect. I assumed that capsule_ngs was a bump map and it turned out I was right. However the color and wet look of the pod was not working out right. I used the final texture file "capsule_o" as a specular shader and that made it look sorta alright but as you can see its still not right. Looks like sortof a carpaint texture. Maybe adjust the reflection co-eff a bit? Or maybe change the base material to anisotropic? |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 18:08:00 -
[19] - Quote
Lucy Ferrr wrote:Akirei Scytale wrote:Graic Gabtar wrote:I don't understand any of that OP in any way shape or form.
How much did all that software set you back? Nothing, he stole it. I highly doubt he ran into a Best Buy or Fry's and stole a bunch of boxes of software. It's much more likely he pirated it, and pirating is NOT stealing. With stealing there is a loss, with pirating there is no loss (besides the false assumed loss of sale). If I were to steal your car, you are out a car and I got a new car. If I were to pirate your album you still have your album and now I have it as well. Not arguing the morality of pirating here, just saying there's a big difference between theft and piracy. Just saying.
I didn't pirate the software dofus. I am a college student, It was free under a student license. Xenuria Rising |

Viktor Fyretracker
Emminent Terraforming
10
|
Posted - 2012.06.23 18:39:00 -
[20] - Quote
http://wiki.eveuniversity.org/Rendering_EVE_Models_101
http://www.youtube.com/watch?v=Pw18CzYzJvg
Now this is for blender and gimp. make note of the textures structure, the changes are not too drastic from ngs to pgs.
Somehting I did messing with the specular layer of the Drake. Drake with some red |
|

Jake Warbird
Republic Military School Minmatar Republic
1452
|
Posted - 2012.06.23 18:40:00 -
[21] - Quote
Well, revert to phong,change specular highlights? Assign gradient to specular color? |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 18:45:00 -
[22] - Quote
Viktor Fyretracker wrote:
Yeah this might help, thanks.
The guide seems rather sophisticated and some of the steps they take seem like they would be unnecessary if using photoshoop and maya. However I am unsure.. Hopefully somebody will step up and write a guide that is actually up to date because as far as I can tell no current guides exist for what I am doing. Xenuria Rising |

Viktor Fyretracker
Emminent Terraforming
10
|
Posted - 2012.06.23 19:07:00 -
[23] - Quote
well the most important part of that guide imo is breaking apart the graphics files that CCP has built. Though I am not a CG student so I have no knowledge of Maya as for me it would cost thousands without Piracy... and while I have no issues Pirating, I tend to use Blender since it is free and no fear of a copyright troll lawsuit. |

Xenuria
Southern Cross Empire Flying Dangerous
547
|
Posted - 2012.06.23 19:15:00 -
[24] - Quote
Viktor Fyretracker wrote:well the most important part of that guide imo is breaking apart the graphics files that CCP has built. Though I am not a CG student so I have no knowledge of Maya as for me it would cost thousands without Piracy... and while I have no issues Pirating, I tend to use Blender since it is free and no fear of a copyright troll lawsuit.
I have the 3 files.
capsule_d.dds capsule_rng.dds capsule_o.dds
I used DDS tools by NVIDIA to "unpack" the dds files and then I used the highest quality TGA file of each original DDS file and then opened it in photoshoop.
I had to flip it across the x axis to make it upside down. Then when I import it into MAYA 2013 I simply need to change the UV placement by 180 degrees and everything matches up with the geometry of the obj file itself.
The problem I am experiencing is that the render of the capsule/pod does not look right. The guide you linked states that several different things exists.
Diffuse specular normal light reflective
This is either outdated or I am doing something wrong. I am probably doing something wrong.
In MAYA I am using the capsule_d.tga as the BASE texture I am using the capsule_rng.tag as a BUMP MAP (looks legit that way too lolol) and I am pulling my hair out trying to figure out how to get this capsule_o.tga file to somehow finish this off and make it look good.
Xenuria Rising |

Eve Mione
Ceptic Innovations Rebel Alliance of New Eden
5
|
Posted - 2012.06.27 03:39:00 -
[25] - Quote
Not trying to necro this thread in anyway but since I was interested I did a little searching myself. I came across this here: http://cargocollective.com/ThomasM/Eve-2-Unreal-UDK-Characters
Not sure if this helps at all. Unfortunately I only have limited knowledge of GIMP/CS5/Blender programs so it doesn't help me too much, figured it might help.  |

CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.06.27 11:00:00 -
[26] - Quote
your doing it wrong.
tweet me @caldariprimeponyclub and I'll show you how to do it properly.
:3
|

Roc Wieler
Tribal Liberation Force Minmatar Republic
164
|
Posted - 2012.06.27 11:11:00 -
[27] - Quote
I would actually take the time to READ in the Triexporter thread instead of creating yet another thread begging for someone to do this for you, and then criticizing others for being too lazy to figure it out themselves.
The principles for textures are relatively the same across 3D programs unless you're working with Crysis, UDK, Unity or some other game rendering engine, which you're not.
As said, there are many video guides on youtube, including mine, and while the actual applications vary, the concepts are the same. I plan on updating my 101 series this weekend due to the significant changes introduced in the latest patch to Minmatar ships.
Learn a bit about Maya first and about what the different channels in your material mean, then follow up with trying to get it from EVE into Maya.
I'm a C4D user and while I can't claim to know it all, I know enough to:
A. Ask for help in the right places B. Try on my own, using many of the guides out there C. Listen to what others say the first time, in order that they might have half an interest in continuing to help me Never start a fight you can win.
|

CPPC Drone
Science and Trade Institute Caldari State
0
|
Posted - 2012.06.27 12:03:00 -
[28] - Quote
Roc Wieler wrote:I would actually take the time to READ in the Triexporter thread instead of creating yet another thread begging for someone to do this for you, and then criticizing others for being too lazy to figure it out themselves.
The principles for textures are relatively the same across 3D programs unless you're working with Crysis, UDK, Unity or some other game rendering engine, which you're not.
As said, there are many video guides on youtube, including mine, and while the actual applications vary, the concepts are the same. I plan on updating my 101 series this weekend due to the significant changes introduced in the latest patch to Minmatar ships.
Learn a bit about Maya first and about what the different channels in your material mean, then follow up with trying to get it from EVE into Maya.
I'm a C4D user and while I can't claim to know it all, I know enough to:
A. Ask for help in the right places B. Try on my own, using many of the guides out there C. Listen to what others say the first time, in order that they might have half an interest in continuing to help me
I always liked you :3
|

Kyle Ward
Tribal Liberation Force Minmatar Republic
116
|
Posted - 2012.06.27 12:54:00 -
[29] - Quote
*swoon 
The Sandbox, you're playing it wrong! |

Xenuria
Southern Cross Empire Flying Dangerous
553
|
Posted - 2012.06.27 14:02:00 -
[30] - Quote
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. Xenuria Rising |
|

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.
|

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
|

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
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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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