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yourfather

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  1. Hey everyone thank you for your replies! Jens, that progression is really helpful. Almost like a video. I will try modifiers. I was trying to do it with just basic modeling but i may as well use them and in time, learn how to bend and shape the forms purely by "hand", so to speak. Very helpful, all of you. I will post results but itneill be a while. Now I'm being asked to do wine glasses which is easier. Thanks again!
  2. Yes i tried the "Zone" a few times The difficulty is getting the right amount of polygons or somehow they get rotated incorrectly or points aren't aligned ect.. Thanks for your comment.
  3. Can someone give me an idea where to start? Modeling this has been a challenge. Thanks in advance
  4. Figured it out. Made simple materials in the Material Editor and gave each material its own Material ID (also found in the material editor). Then used Render Elements "Material ID" in the Render Setup Dialog. Turned off all lights and rendered. Cool
  5. Hi. I have a scene with lots of items. How can i get mental ray (3ds max) to generate a matte for all the different items? I might be using the wrong term. What i want is something like in a EXR file. An EXR file will automatically render a file with all objects a different color. This makes it easy for selecting different elements in post.
  6. Ismael, your awesome. Thank you. The only way i've been able to use a "different part" of the procedural texture, when used as a displacement map is to do the following: 1. put a procedural map in the material editor 1. for first brick, drag and drop a copy of the procedural map into the displacement map modifier. 2. for every brick after that adjust the "Coordinates > Offset" values and copy it into the displacement map 3. repeat 500 times (i need lots of bricks) of course i've tried the "Stone Placement" script which works great but it doesnt create the type of bricks i need. after looking around for a while now, ive found that i can use the scripts to help with certain aspects, but then i need to go in and customize each brick. It wouldnt be so bad if i could get the procedurals to automatically and randomly offset. P.S. thanks for the sources so far. Mayang and Creative scratch pad. RS.
  7. Ismael, it sounds hopeful. Thank you. Have a great day!
  8. Hi Ismael. Im using the Cellular Map in the Displacement Modifier which is Procedural so i dont think moving the Gizmo would do anything...right? But i will save that script for other things. Thanks.
  9. Hi, Im looking for a way to change the offset values of my displacement map with a script or some other automatically and random way. I am using the Cellular map for a displacement effect for many objects. However, they all look the same. I need to select each object and adjust the maps offset settings in order to make them look unique. Is there a script for this or a better way? Thank you.
  10. Hi everyone. I cant find a tutorial that explained the differences between all the different "Source:" options in the "Coordinate" roll out. Does anyone know how to do the following. 1. I modeled a single brick. 2. I applied UVWMap as well as some Displacement Modifiers (with maps). 3. I now want to make multiple bricks from that one brick but i want them all to be unique instead of repeating the same part of the map. I hope that makes sense. I remember something about using the "Coordinates" "Source:" rollout to make a map behave differently. If you know of a tutorial that would be great. Most the tutorials dont cover what im asking. Thanks for everything. RS>
  11. Thank you Travis. I will definitely be using that technique. Selective color (in photoshop) will help me isolate color moves to the shadows as well. I will be using all your tips. However, I'm now back to the modeling challenge. 1. If i use something like the "stone placement" script. It only gets me so far. I have made a 12"x12" section of stone (3 bricks wide by six bricks high). I then go in and change the settings of the modifiers (to obtain the required look). But this makes crazy detail thats too much to render. With just a small section of bricks (about a 12"x120" area) I have more than 20 million faces. I need an area thats 40"x120". I would probably go this route but the displacement on the bricks is rough on all sides. I need smooth on all sides except the ones exposed. But if i want displacement only on one face, i think i need to make each brick individually. Thats approximately 500 bricks. 2. I can use another script which will make a bunch of boxes for me the right size, and pattern. But very clean edges. Maybe too clean. However, I can then make a bunch of bitmap images (hopefully only 100 unique bitmap images) and map them. However, i think there will be too much repetition. And i still have the challenge of trying to make a natural edge for each of these boxes. If it was just five bricks i can do it easily without asking all these questions. But with approximately 500 bricks, its a completely different story. Anyway, i won't bore everyone. I'll keep my posts to a minimum so when I'm in real trouble, you guys won't be sick of me.
  12. Thanks Francisco. I will try to sort it out before sending you a test. I posted a sample of the bricks im trying to create but the texture/modeling is getting the best of me. A member suggested using the "stone wall placement" script which works great. However its not making the rocks surface bumpy enough. The sample below shows larger bumps. This is what im tring to do. Would i need to use a "normal map" to get this type of definition? Or do you think the displacement modifier would work best? Image from the squaretexture.com website.
  13. Francisco, may i send you a "region render" of the brick wall? I would post it here on the message board but my client is sensitive about posting images that havent been completed yet.
  14. so i would just take the AO pass and change the color of the pass to some yellowish color and mask out the other parts of the image? I can do that. What do you think about my clients comment of the stone having some subsurface scattering? would you agree by looking at that stone? Or do you think what he is seeing is the colored shadows? What do I need to correct? I will do it Asap.
  15. Hello. Im trying to reproduce this brick for a client. It looks like im going to need to use displacement for the rough texture. I sorted that out in another thread. However, the client now says that the light should penetrate the stone a little bit. Like subsurface scattering. However, I seem to think its more of a colored shadow picked up from the stone color itself. Can anyone help me in determining what would be the best way to create a material like this? I understand that the one on the left simply has yellowish light, so the rock has yellow shadows. But even in the middle one, you see more of an ambient color for shadows instead of a gray. Please note, im using the daylight mr sun for lighting.
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