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#1
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![]() The Islander ![]() Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY ![]() |
Instead of a nice girl like in tut, got Shaquille O'Neal.
![]() When converted to poly or mesh, tons of vertices appeared (why?), had to edit as a patch. Mesh smooth did not work well either because of it. Is there a way in Max to stop a process, if I know I’ve made a mistake? (Ctrl+Alt+Delete doesn’t work) ![]() |
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#2
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![]() consiglieri ![]() Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. ![]() |
need a bump? no but they look better if so, Ill explain latter
stucco's default setting is black and white it would look much better with closer shades of gray to give it a subtle look. try this: take your stone texture (or any other) you had earlier and load it into the stucco map slots (both) once both slots are opened click on one map under the coordinates and bitmap parameters you will find output click on output to expand it. there are a lot of controls here but just change the output to .8 to .9 this should darken this map slightly. render to see a difference. now click 'go to parent 2 times and expand the maps section if it is not already. copy the diffuse color by clicking on the map and dragging it to the bump channel (or right click copy and paste in bump slot) and use 'copy' not instance or swap. now open up the bump map stucco and un check the 2 map boxes (or right click ->clear) render woah that is probably too bumpy and bumped the wrong direction. first change the color 1 with color 2 to fix the wrong bump direction. click drag and this time use swap then you can change the black and white to shades of gray or click go to parent and change the bump amount to something more subtle from default 30 to 13? one more thing you can do but it can turn you rendered object plastic looking quickly is specular and glossiness change the spec. to 10 and keep gloss at 10. this will give it a nice sheen w/o going over the top. now this can be used technique can be used on many of those procedural textures from cellular to dent to smoke or my personal favorite noise. some times Ill use just a solid color (very thinly mind you because it can look fake real fast) like green for moss growth. this will do very nicely for braking up repetitive texturing This post has been edited by Sir-Kill: Oct 4 2008, 01:32 PM -------------------- |
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