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Engraving text?
show user profile  Dejitarujin
I need some way to engrave text, like on a dog tag, without it actually being a part of the model (due largely to topology issues). Unfortunately, a bump map just looks so... flat. Apparently it won't even cast shadows unto its self. I tried using a displacement map, but it seems to lack the ability to localize its tessellations. I don't care if it pumps thousands upon thousands of polygons into my scene - it's going to get to that point anyways - but it had better do it right.

Is there some feature I'm missing? Surely I'm not the only one who's needed to engrave text in a realistic manner.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 1072 times
4/21/2008 11:45:00 PM (last edit: 4/21/2008 11:45:00 PM)
show user profile  Westcoast13
Like This?


My Turbosquid Area

read 1049 times
4/22/2008 2:22:56 AM (last edit: 4/22/2008 2:22:56 AM)
show user profile  Sedarati
u can use boolean




Keep Creating

read 1028 times
4/22/2008 6:34:15 AM (last edit: 4/22/2008 6:34:15 AM)
show user profile  horizon
Pump thousands of polygons but not be in the mesh itself? Ummm....
You can try normal mapping, or shapemerge... depends on what you need


read 1014 times
4/22/2008 8:42:04 AM (last edit: 4/22/2008 8:42:04 AM)
show user profile  TimTamFin
@ Dejitarujin : Post an image of the object that needs to be engraved. Different methods for different geometry.
Rgds,
Timo

read 989 times
4/22/2008 12:32:06 PM (last edit: 4/22/2008 12:32:06 PM)
show user profile  Dejitarujin
Okay, let's see if I can figure out how to post images...



Hey, first time's a charm. At any rate, there are several Edit Polys, Mesh Selects, and two different channels of UV unwrapping going on here, all in a precarious order that can quickly cause things to go awry if altered (it took me quite a while just to get to this phase). Essentially, the engraving must be done with a map, but it must also cast real shadows into the engraving. I would like some kind of displacement mapping that creates one vertex at every non-black pixel - or, even better, one that can actually think and add vertices based on how different each pixel is from the pixels surrounding it. Adaptive displacement, basically.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 968 times
4/22/2008 3:31:19 PM (last edit: 4/22/2008 3:36:59 PM)
show user profile  TimTamFin
Look into MentalRay displacement. It is a render time displacement, so it does it's magic when you hit render. It's far more easier on your PC than subdividing the mesh and you can achieve cleaner displacement than with geometry modifications.
Rgds,
Timo

read 960 times
4/22/2008 3:52:23 PM (last edit: 4/22/2008 3:52:23 PM)
show user profile  Dejitarujin
Unfortunately, I can't use anything that relies on one specific renderer - and certainly not Mental Ray. And don't you worry about my computer; if, by the end of any given project, I do not have a file named (project name)_recover_recover_recover_recover_recover.max, then it's not up to my standards! ;)

I suppose that I could alter the mesh, as long as I make a copy first. I've actually almost completed creating a text spline for this use, and it can be manually fused into the mesh as soon as I figure out how to give it a specific depth curve that mimics that in reality.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 936 times
4/22/2008 7:55:53 PM (last edit: 4/22/2008 7:55:53 PM)
show user profile  Asura
I would suggest that you start by taking your engraved texture, and using Photoshop's emboss layer style.

Then, look online for the nVidia Normal Map Generator Photoshop filter; I can't remember its exact name. Basically it's a tool that converts images to normal maps via various different methods (alpha, averaged RGB, etc) - it gives a better result than you might expect.

Also, create specular maps that show a marked difference in specularity between engraved and non-engraved bits of metal.

If you do all this, you should get an acceptable result - bear in mind though, it will always look "a bit flat"; that's just the nature of the beast.
read 930 times
4/22/2008 9:32:14 PM (last edit: 4/22/2008 9:32:14 PM)
show user profile  Bobbyboy
go download the 3ds max relief mapping plug in (google it)

make your normal map and a depth map for your text and use that, non flat looking engraved text with no extra geometry. Pure virtual displacement, completely self shadowing and occluding

gl


http://img.photobucket.com/albums/v322/bob9909/xmassig.jpg


read 927 times
4/22/2008 9:40:16 PM (last edit: 4/22/2008 9:40:16 PM)
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