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Thread Statistics | Show CCP posts - 1 post(s) |
Lord Saradomin
Gallente Nex Exercitus IT Alliance
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Posted - 2010.05.26 23:19:00 -
[1]
http://dl.eve-files.com/media/1005/Erebus.jpg
That's my attempt so far during downtime, with TriExporter, photoshop and 3DS Max 9
My problem is the materials in 3DS...I have created them all using the instructions here:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677&page=10#278
But I'm a little lost with where to put them in 3DS...is there a tutorial..I have gone through all 27 odd pages so I'm not being lazy...:-/
Infact Kambo's render just up thar is exactly what I want to do...but creating thwe vray materials is beyond my knowledge atm :-)
Any help?
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Lord Saradomin
Gallente Nex Exercitus IT Alliance
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Posted - 2010.06.01 00:40:00 -
[2]
Originally by: Kambo It's not Vray it's mental ray. You need it for the photo realistic shaders... or in other words the "glow" map for the luminosity map slot. The shader of choice also needs to be able to support that, so you can either go the hard way with a blank mental ray material, or you can take a Raytrace mat. Now raytrace isn't exactly a mental ray material, but the glow map is, and for stuff that's either glowing or transparent... or reflective... it's a great basic shader to start working with.
You use a glow map in the illumination slot of your raytrace. The light map of the ships can be extracted with photoshop from one of the dds files. You use that map to tell where the material should be glowing, its black with some white dots. You stick that map in the glow and surface material slots and use the diffuse color to determine what color's the light. Turn up the brightness to your liking. I'd usually go with around 30.
Also on a final note... if the ship appears to be bright and the map's not fitting right while you're using the DDS files directly in 3ds max, you need to do 2 things. In the bitmap editor you need to disable the image alpha (under Alpha Source select None(Opaque)) and flip the texture 180 degrees, that's in the coordinates tabe the U value needs to be 180 because max reads map coordinates... well... different then maya.
If you still have trouble figuring it out and happen to have a few isk layin around, I'll put up a foolproof tutorial how to do it for some change :)... For the right isk I'll even throw in the shaders and renderer settings that I use in there too :)
That's the explanation i needed! many thanks!
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Lord Saradomin
Gallente Nex Exercitus IT Alliance
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Posted - 2010.06.08 19:35:00 -
[3]
Originally by: Sed Man
Originally by: sedee eve ships to 3ds tutorial:
I put this together for myself, someone else may find it useful.
http://www.sudonet.com/?p=64
Has noone bothered to checkout the tutorial I put togther? I was going to do the same thing for photoshop for breaking up of the images, then update the 3Ds tutorial with the additional materials.
But if I dont even get a comments............
I looked at it, noticed it wasn't complete and didnt help with my "lights" map problem so moved on :)
Otherwise, yes it's a very good "starter" guide, thank you :)
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