View Full Version : Ronaldo the player
07-03-2006, 04:54 PM
I'm modeling Ronaldo, the brazilian football player, and here's what I got so far
The problem now is with the eyebrows and eye lashes, I just can't do it. I sershed the forums, but found no thread showing how to make them. I cant use a planes and alphas on the eyelashes, because this will be animated. Can someone help me out ?
Also, I'm not not happy with the eyes and skin shaders. I can't use SSS because my max stops responding due to lack of memory...
Thnanks, I'll post some more renders as I make the skinshaders in Max.
Of course, I expect critics and coments :)
07-03-2006, 05:00 PM
Ronaldo is more more Fat. :scream:
Face is very good
07-03-2006, 05:32 PM
Good face skin texture, like it!
07-03-2006, 06:37 PM
:scream: Thanks for the coment, but for the purpose of this work I have to leave him thin like he was...:)
I did a little test render with Mental ray's SSS on the face( not enough memory for the rest of the body) and got this
Can someone tell me the reason this looks a little...wel... wrong ! What are those markings on the face?
I am using a displacement map I got from ZBrush, but even without the displacement map those marks appear...what am I doing wrong ?
07-03-2006, 07:52 PM
Never mind...found the problem...I had disabled the Scanline render under Mental ray renderer tab....duh:rolleyes:
07-03-2006, 10:28 PM
I thought I had the problem solved, but another one came up....
Those squares appear where there's a black area...why ?
Still I can't get the right values on the eyes shaders....trying to figure it out:sad:
Also, something I noticed a while ago... everytime I assign a Specular map to the shader(any one) there's something, like a separation line near his hair...as if beyond it there's no specular lights...has anyone ever got that strange thing ?
07-04-2006, 01:39 AM
Same thing apening over and onver again, those squares appear lony where theres a strong shadow...http://img230.imageshack.us/img230/7955/damn3xy.jpg
07-05-2006, 05:36 PM
Can't anyone help me ? I really can't find the reason why those squares appears on the render, but it's only when I use Mental Ray Fast Skin
07-19-2006, 01:04 AM
Something new came up...I merged all the body parts in a single mesh and used Multi/sub-object to merge all textures under a single "map", all is well, but the displacement maps do not work...what am I doing wrong this time ?
07-19-2006, 01:35 AM
Maybe it is because the geometry of the head is opened: eyes, neck?
The head looks good so far. :)
07-19-2006, 03:36 AM
I can`t answer to your questions, but i can say that your model looks like Ronaldo, so, i think the head is good so far.
07-19-2006, 06:11 PM
Thank you for your coments :)
So, if the geometry of the model is opened the Displacement maps dont work ? It's just that I have 3 diferent displacement maps in the model, so I cannot close all the holes:sad:
Is there another option for my problem ? this has to be ready tomorrow...my time is runing out ...
07-19-2006, 06:39 PM
I guess I didn't made my self clear. I thought it was a SSS problem - I read somewhere that mental ray needs closed geometry so the SSS can work, but it is not the case, right?
Do you have mirrored maps / UVs?
Maybe more samples of the Final Gathering? - just guessing.
07-19-2006, 06:51 PM
Sorry, I think I wasn't clear about the problem I'm having now. The whole body is divided in head, torso(clothing), and legs and arms. With the objects separated the maps wotk fine, the displacement is as it should be and colour maps are all good, those squares were appearing because I hadn't inverted the reflection map :rolleyes:. But for animation purposes I had to join all the pieces of the body in a single mesh. To assign a single material to the mesh, I made a Multi/sub-object and assigned all the Id to the diferent body parts. All went well, the texture maps are all right the only thing not working is the displacement. Im using the exact same setup I was using before merging the geometry and textures, but now the displacement maps do not work ...
07-19-2006, 07:06 PM
It doesn't work because it must be assigned on the top of all the materials.
Try creating a mental ray material> a "material to shader" in the surface slot> and put the multi/sub material beneath it AND put the displacement in the respective slot of the mental ray material. I hope what I am telling is right.
07-19-2006, 07:30 PM
Thanks Joana for all the help you're giving, I understand what you're saying, but the thing is I have 3 displacement maps assigned to 3 diferente materials, how do I assign the displacement maps to the diferent material slots in the displacement slot under Extended Shaders , is it possible ?
07-19-2006, 07:46 PM
With a mix texture? Imagine that you have 2 displacement maps: one in one slot of the mix, the other in the other. Use a 50% for the mix. Also you should use 2 different channel IDs for each other. That is what I am remembering now.
By the way, does the Material to shader works under the displacement? If so, you could use the same techique of the surface material. Isto é: displacement> material to shader> multi with the different displacements.
07-19-2006, 07:47 PM
De nada: eu sei o que é estar numa enrascada e ninguém responder ao apelo. Ainda mais quando temos pouco tempo, né? :eek:
07-19-2006, 08:57 PM
eh exatament o que falaste, quando mais se precisa raramente se tem ajuda:sad:. Agradeco mais uma vez a ajuda que me tens dado :)...pena que o Max nao quer ajudar tambemm:sad:
Here's what I have done
I tried using a Mix material but I can only have 2 materials mixed :sad:
I tried using the same thing for the displace as the one I used for the texture maps, but nothing happened...
And yes the materail to shader works with the textures :)
this is two renders unsing the same material...the one on the left was done using the object merged with the rest f the body, the one on the right is the object rendered separated from the rest....thats what I dont understand...I should 've worked...
Something else I noticed is that SSS doesnt seem to work on Multi/sub Object, have no idea why....
07-19-2006, 10:11 PM
I would try the following: using vertex colors to mask the displacement.
One mix that uses vertex colors to mask between 2 materials (for example the clothes and the the skin) - paint the clothes, assigning one channel for the VColors, use it as a mask in the mix.
Espero que percebas (e que funcione).
SSS materials don't work very well under Multi-subobject Materials as far as I know: do a search under the Mental Ray thread, I guess there is some workaround it.
07-19-2006, 10:21 PM
mayanancientgod: check you messages ;)
07-19-2006, 10:54 PM
Thnks you so much for the help Joana :) At first I didnt understand what you said about the vertex paint, so I searshed for in the "mental ray forums" for my problem and found out that many users have the same problem and maybe there's a solution here
Gonna try your file .
Thank you once more :bounce:
Also for anyone interested here's the "mental ray forum"
01-01-2007, 10:28 PM
Well..the job got canceled some months ago but I decided to get on this one once more in between my other activities...still learning those shaders :D
I know theres something wrong with the eyes shaders, just trying to figure out how to solve it
01-01-2007, 10:28 PM
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