View Full Version : Chanlum & Texture
Mahlikus 05-16-2003, 01:01 AM I know that you have to use the fusion shader to do this but do you put it in the color channel of the luminance channel?
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sanciok
05-16-2003, 01:12 AM
You have to put the colour map (the texture) normally in the colour channel, then, you have to use the fusion shader, with chanlum and the texture multiplied, in the luminance channel.
This should work.
... i forgot! As you have to blend chanlum, with the colour in the luminance channel, so you have to blend chanlum with the texture. :bounce: :bounce:
Mahlikus
05-16-2003, 02:21 AM
I had that. I found my problem though. I was putting Chanlum in the blend channel (fusion). This kept cause my system to hang. I switched the positions, chanlum being the base, the texture in the blend. Looks cool now.
Here are two test.
One is just a plain Chanlum test. Trying to see if I have figured this funny thing out.
http://209.132.69.82/uploaded_from_zbc/200305/user_image-1053049315dpa.jpg
The next is the fusion combination.
http://209.132.69.82/uploaded_from_zbc/200305/user_image-1053049331cct.jpg
I would really appreciate some crits on this. See if I finally figured it out.
Thanks.
VestanPance
05-16-2003, 04:05 AM
Wow! Is that what all turtles look like under their shells!?
Great textures. I am kinda torn between the challum and the fact that this thing looks like it should have leathery, tough skin.
don't be afaraid to up the specular value way way high. that isnt a human and it should probibly not have human skin if you know what I mean. slap something really funky and wet looking onto it I think you will be suprised.
thats a great looking model can you post a wire please?
love the muscles and all that stuff very impressive.
dmthurman
05-16-2003, 07:00 AM
keep it going mhb, it's looking very good....It's nice seeing a Zbrush model on the Cinema Channel for rendering......I think the two programs work so well together...
D.T....
:buttrock:
flingster
05-16-2003, 03:15 PM
i always thought chanlum was used to get that peach fur look to a model/textures surface...so why use it on scaley/leather material which wouldn't have any...why not go for a more translucent look to it...then hopefully not overhead of chanlum? but what do i know...
all that said...it absolutely rocks...excellent model btw...and very nice texuring..and chance of a wire...love the stuff you zbrush users are coming up with...keeps this forum interesting...:thumbsup:
mimo8
05-16-2003, 03:31 PM
wop!!!
also quite impressed by the modell
perhaps you also show us the whole creature ...
I just asked myself if NAAM passes by at this forum some times. he should perhaps know a bit abbout this pluggin ...
the post in the postforum.com abbout his their new anim was from him personaly I supose but perhaps not everyone wants to lose so much time in forums like us :D
bobtronic
05-16-2003, 03:37 PM
Originally posted by flingster
i always thought chanlum was used to get that peach fur look to a model/textures surface...so why use it on scaley/leather material which wouldn't have any...why not go for a more translucent look to it...then hopefully not overhead of chanlum? but what do i know...
no, no, no flingster, ChanLum is great for skin and leather.
I use it alot on my wizard (head, belt, hands, bag and shoes).
The only downside is the rendertime, it is not the fastest
shader.
Bob
Mahlikus
05-16-2003, 03:43 PM
Thanks everyone for the nice comments.
Some info:
Texture was made with ZBrush's TextureMaster (4096x4096 AUV tiling). Polycount is at 56,000 unfortunately. Need to find some low-poly modeling skills/knowledge. You can see the progress of the model from Zif (ZSphere) to now in this thread. (http://www.cgtalk.com/showthread.php?s=&threadid=56501)
You can find the huge wire here. (http://members.fortunecity.com/mahlikus/lizard_man_polyframe.htm)
Now I know chanlum was first designed for surface fuzz but it also rocks as a skin shader. Generating SSS is a pain. Chanlum makes it easier.
As for the specularity, I have used it before but was always getting a plastic look. Guess I haven't messed with it enough. Maybe it was also due to the fact that the skin always looked dead (before chanlum). I will give it a whirl again today. Too bad I am at work dammit. :banghead:
Once again, thanks for the comments!
flingster
05-16-2003, 04:14 PM
bobtronic: oops...maybe i should play about with it more..i always thought it was give it a fuzzy look..
Mahlikus: its cool...liked looking at the wip...the thread is low poly...huh...56000....nope...but what do i care...cos it rocks.
only comment would be on skin/scale part..that there is more variance in size pattern/shape of scale/skin...hope you get what i mean...eg round mouth smaller finer flatter scales...then neck bigger thicker deeper scales..
i included a couple of lizard pics for ya...eg texture variance in colour...but also scale size...especially on first one see mouth and neck differences.
http://www.fish.com/~brad/aus/sydney-zoo/blue-lizard.jpg
http://kaweahoaks.com/html/lizard_western_fence.htm
http://www.humboldt.edu/~rap1/Herps/Lizards/005.jpg
http://www.earthspeaks.net/lizardcopy.jpg
http://www.missionroatan.org/images/bluelizard.jpg
http://www.eps.vic.edu.au/beasties/ellen2.jpg
have fun...and keep posting...enjoying it loads...
:thumbsup:
smoke
05-16-2003, 04:20 PM
:eek:
Great model and textures.
Any good tutorials on creating these types of textures?
Mahlikus
05-16-2003, 05:28 PM
Flingster- Thanks for the reference pics bud! :beer: I havent made a custom bump yet but I will get to it this weekend. As for the low/high poly thing..I know...I know. See, ZBC has spoiled me with the ability to ammend my thread titles. CGTalk doesn't. Even today, I worry that it might upset people to check out the thread in anticipation of a kickin low poly figure and then find out it isnt. Oh well, C'est la vie eh?! :shrug:
Smoke- There are a few things I can tell you about this texture
•It was made entirely in ZBrush 1.55b with TextureMaster
•I was a 4096x4096 pixel texture.
•I used hi res alphas (brush shapes) and zoomed in on the texture to make sure TM catched the detail up the hootie-hoo!. :xtreme: TM rocks!!
•It uses AUV tiling. A as in 'adaptive' UV tiling. This means the texture is split up into chunks relative to the poly's size. Here is an unwrapped sample from an older texture to better show you what I mean.
http://209.132.69.82/uploaded_from_zbc/200304/user_image-1050702200dur.jpg
Why does ZB do this. It almost completely prevents texture distortion. Also, if one uses an AUV ratio od 1:1 (unlike this one which is 30:1) ZB will auto adjust the texture without distortion. In a sense, one can use the same texture on multiple deformations/poses of the model. Rockin hu?!
Once again, thanks everyone! :wavey: :beer:
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