View Full Version : Skinning Questions
money_bags42 05-06-2003, 08:29 AM From alot of the tutorials on skinning I've read, it seems that alot of people "diffuse shadows" or prelight the character and then paint over that. I've heard in Max you use texporter or something? To get some good vertex lighting out? Is this option available in Maya aswell? I know how to bake out shadows and whatnot, is this the way to do it? And also what kind of lighting setup should there be? 3point? Or a more ambient type of lighting?
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thats my question too...
Is there a plugin for doing that?
I'm making some charecters for a game right now, but these are my first charecters so I don't have any real experience about that yet. But I have thought a bit about it, and we have made some lighting tests.
I guess you should try and emulate the lighting from the envireomet from the game. For exampel, if most of the game takes place outside in the nature at day, you should try and light your charecter as if seen in bright day light (primary light with shadows, almost from the top).
Also one thing about hardware shading. It is my experience that the models should be textured a bit to bright, because in openGL the geometry don't really get illuminated, it only recives shadows, and gets darker. But I think that is difrent if you use pixel shaders.
Nahaz
05-07-2003, 05:59 AM
"RayDiffuse is a procedural diffuse shading accumulation utility aimed at providing a method for shading based on inter-object occlusion [ie. shading areas of a model that are close to each other]. It uses a stochastic monte-carlo method [similar to the methods used by the Arnold and Brazil renderers], and as such is useful for radiosity-type effects as well as dirt shading."
Checkout highend3d.com
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