| Maxforums Tournament 4 - Round 3 - Jock |
Holywar |
yeah this is awesome. I love warhammer to, so you better do the necrons justice.
read 799 times 11/7/2007 2:52:24 PM (last edit: 11/7/2007 2:52:24 PM)
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mrgrotey |
lol@poopy, i never know what to do them on, everything i think of theres always one done already
read 786 times 11/7/2007 3:40:19 PM (last edit: 11/7/2007 3:40:19 PM)
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Jock |
Its still a long way off, but is it just me or does it look worse when its textured?
Still need to play about with the textures but i suppose these are the rough colours.
Also fancy giving a bash at making it look a bit roughed up.
read 779 times 11/7/2007 4:33:10 PM (last edit: 11/7/2007 4:33:10 PM)
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Holywar |
this definatly needs a mental ray or Raytrace material. some kind of reflective metal, that reacts to the light. I don't know much about it, other than random things i figured out by playing with it, but a shiny material would work wonders.
As far as giving it scracths and charactor, you should try using a all you really need is a good bump map, that that is a black surface with white scracths on it, and of course tiling that texture so it looks right over the whole thing.
read 776 times 11/7/2007 4:38:03 PM (last edit: 11/7/2007 4:38:03 PM)
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Jock |
So im learning how to put the texture glyphs together but seem to have a problem with a grey line apearing where the texture ends.
Basically what ive done is on my multi-sub object material ive used for my texture of the model, ive made one specifically for the decal. I make it a Vray material, then in the diffuse slot put a mask, in which i put the jpeg i made in photoshop which is only the yellow bits. I then put the jpeg into both slots, map and mask and tick to invert mask. then i give the specific polygon a material id of 4, which it is, get it all looking as i want, but then when i render the grey box appears.
read 755 times 11/8/2007 5:28:46 AM (last edit: 11/8/2007 5:28:46 AM)
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mrgrotey |
What i prefer to do in this situation is just simply have a purly black and white image and use it as either a non-tiling mix map (for mixing map types) or blend map (for mixing complete materials), in one slot you will have your dark grey material/colour and in the other slot you will have the gold colour, works out cleaner I think.
if you make the map non-tiling, the colour in the corresponding colour slot in the mix material must match either the white or black of the grey area in the render, if thats not confusing enough for you let me know
read 751 times 11/8/2007 5:37:16 AM (last edit: 11/8/2007 5:42:43 AM)
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Jock |
Excellent, thats it fixed, went down the blend route so i can make sure the gold stays the smae.
read 744 times 11/8/2007 5:51:08 AM (last edit: 11/8/2007 5:51:08 AM)
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Jock |
Grotey, just one last question about the decals, i take it i need to give each one a new material as you can see in the screenshot. Reason being that i need to amend the uvw of each so that its different, therefore the only way ive foundis to copy the material and assign the bitmap a different channel. So i assign the new material to the specific poly, then change the channel no. then assign a uvw map with that channel and thats me?
Or am i over complicating it?
read 733 times 11/8/2007 7:00:50 AM (last edit: 11/8/2007 7:00:50 AM)
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mrgrotey |
forget the channel nuimber thats not important, and you only need to make a new material if the decal is different, you can apply the same material as many times as you like to as many different polys as you like, you just adjust the uv gizmo to position it correctly on those polys
read 729 times 11/8/2007 7:06:59 AM (last edit: 11/8/2007 7:06:59 AM)
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Davious |
This is looking really good jock, you mention vray materials, could you explain why you are using a vray material for just the glyphs? I dont have vray, just curious. Also this is teaching me lots about this kinda multi materials, thanks lads.
" Difficult, yes. Impossible , no..."
read 714 times 11/8/2007 8:30:37 AM (last edit: 11/8/2007 8:30:37 AM)
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Jock |
Soz, the post was probably misleading.
In a Vray scene pretty much every material you use is vray of some sort, and the substitute for the standard material is VRayMtl. The Vray ones, so i've read, work faster than the standard ones if your using that as your render engine.
So all materials so far are Vraymtl other than the self illuminated one which is another substitute which is Vraylightmtl.
read 706 times 11/8/2007 9:13:15 AM (last edit: 11/8/2007 9:13:15 AM)
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Jock |
Quick progress pic. Ive managed to sort out all the decals on one side now, so just need to replicate it on the other sides, but its getting there. Dont worry about the colours they are just temporary so i could see what i was doing.
read 663 times 11/9/2007 4:26:13 AM (last edit: 11/9/2007 4:26:13 AM)
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Jock |
Does anyone know why my model now looks like this in the viewport?
It renders fine but is a bit of a pain as it doesnt highlight when selected. I can stillt ell by looking at the modify panel but would rather it was just like it was before.
read 618 times 11/11/2007 4:18:44 AM (last edit: 11/11/2007 4:18:44 AM)
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timpa |
Press f3 or is it f4

read 611 times 11/11/2007 4:30:55 AM (last edit: 11/11/2007 4:30:55 AM)
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Jock |
None of them seemed to do the trick, but cheers.
read 607 times 11/11/2007 4:35:53 AM (last edit: 11/11/2007 4:35:53 AM)
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