View Full Version : Nurbs Texturing!
I'm having a hard time texturing a nurbs eye for my character!
I created a texture 400x400 in photoshop and placed it on the color node in a blinn material!
But the texture is not correctly placed on the eye nurbs sphere!
I need to relocate and resize it to best fit my geometry!
I can't do it using the 2dplacenment node alone since the uv settings there don't help me out that much. I wanna asign a placement node and a 3dplacement (planar or spherical) but i don't have a clue on how to connect it to the right nodes on the blinn material. When i do that i lose the texture file and all becomes black...
Well i did a search here at the board and find nothing about it. Can some expert help me out or point me a good nurb texturing tutorial that involves 3d placements and how it works?
:Thanks:
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gmask
07-08-2003, 08:50 PM
What does you texture look like? Is it a picture of a pupil straight on or did you unwrap it? If it is straight on then you willahve to use a projected texture if you iunwrappe dit then the UV"s would work for it automatically.
RUEND™
07-08-2003, 10:16 PM
im mapping nurbs as well, and i dont know what to do to get the best quality and the best looking map i can give it.
what files are you saving it as to send it into maya.
gmask
07-08-2003, 10:39 PM
Originally posted by RUEND™
im mapping nurbs as well, and i dont know what to do to get the best quality and the best looking map i can give it.
what files are you saving it as to send it into maya.
Well for any texture for poly , nurbs or sub-d's you'll get the bst quality if you save the file in an uncompressed format. Formats like JPEG and GIF are unaccaptable in most cases.
In maya you also need to pay attention tot he filter settings on the 2d texture node as by default they are often set to mipmap with a value of 1 which usually softens textures more than you'd want. Gaussian is the best filter type and a lower filter value will produce sharper image quality.
loked
07-08-2003, 10:49 PM
Hey,
I'm not sure if this is your problem, but if you have just create a 1:1 square texture of an eye and now tried to apply it to a sphere, you definitely going to have problems. If just applied straight it will pinch at the top and bottom of the sphere. There are ways to do this, but it can become very complicated. I would recommend creating a ramp for the eye and then if you really want you can bake it out to a file texture and use that as reference to prevent it from pinching.
hope this helps :thumbsup:
Later:wavey:
loked
maxx10
07-09-2003, 10:55 AM
I'm not sure if this is an intelligent method, but I'll point it out anyway so someone can tell me if it isn't smart :p
Since I'm relatively new to maya and found placement nodes hard to master, I assing a projection map to the object, turn on 3D Paint draw on the object some guidelines, in this case where the iris, pupil ecc ecc.... would be then save the texture open it in photoshop add a layer and put the stuff I need on top and than reimport the texture.... I call this poorman UV map :p
loked
07-09-2003, 11:22 AM
That method is perfect, its very similar to what I was saying about a ramp. For an eye a ramp might be easier and it'll save you from having to paint, but your method will work just as good :thumbsup:
later:wavey:
loked
Thanks for the tips every1
But i still can't work-out my nurb eye texture...!
I'm thinkin:
Ins't there a way to use the mapping texture option for nurbs like there are for polygons?
In the edit polygons tab you have the textures mapping settings like planar, spherical e etc... ins't there something similar for nurbs?
I'll make some screen caps latter on to better illustrate my problems...!
maxx10
07-09-2003, 04:41 PM
you might want to check a premade procedural shader such as these:
Matt's eyes... (http://www.mattwood3d.com/downloads.htm)
you might want to check a premade procedural shader such as these:
Thanks maxx10, but i would like to... and will... learn how to do my own...!
Nice eye sets though...! :cool:
MasonDoran
07-09-2003, 06:45 PM
select 2d placement node(placement nodes should be connected to file textures not the shaders!!)
open the attribute editor......look for a really BIG button called interactive placement.
If you want to hook up placement nodes...in hypershade MMB drag the placement node to the texture and you should see an options box.....just select Default and all the important nodes should hook up.
gmask
07-09-2003, 06:49 PM
Originally posted by TuLe
Thanks maxx10, but i would like to... and will... learn how to do my own...!
Nice eye sets though...! :cool:
Some times the best way to learn is to pick a part a working example.
loked
07-09-2003, 06:59 PM
If you want a basic procedural way to do this, just create a ramp, and use a fractal for the iris. Just make sure the ramp is a U-ramp. You can also use marble then to get nice veins for the eye as well. I would also then go and use a ramp for a bump map, just so that the iris and pupil bulge out a little.
It's pretty simple, but you can achieve nice results. Make sure you use a phong or blinn so it's reflective and glossy.
Later:wavey:
loked
Some times the best way to learn is to pick a part a working example.
Thanks Gmask... agree... i'll keep that in mind!
Well i'll try to make some provedural textures tests using the ramp shader method...
Here some caps of my projects to better illustrate all this:
http://www.digitaldome.hpg.ig.com.br/images/nurbs_eye.jpg
Eye Geometry
http://www.digitaldome.hpg.ig.com.br/images/defective_placement.jpg
Here's what's bad...!
The texture is placed on the side of the geometry
http://www.digitaldome.hpg.ig.com.br/images/eye_texture.jpg
This is my photoshop eye texture!
Well time to practice and figure out how to work with ramps and everything else...
:Thanks:
loked
07-09-2003, 09:46 PM
Hey TuLe,
Unfortunately even if you did translate that texture to fit on the front of the eye, it still would'nt work. The iris itself is just way too big. Besides, looking at your texture, you can definitely achieve better results with a procedural texture (no disrespect intended).
If you want to see how it looks, just go to the place2dTexture node of the file texture and mess around with the translate frame and rotate frame, you should be able to get this file positioned on the front of your eye model. It still wont look right as I mentioned earlier.
Besides, if you wanna be good at shading and texturing, you'll definitely need to understand ramps and fractals, so I suggest you try and figure it out. :thumbsup:
later:wavey:
loked
can definitely achieve better results with a procedural texture (no disrespect intended)
None taken my friend...!
And this was a rushed 3am texture anyway. There's no way it could've loked better...:scream:
Also the geometry i showed here was for a alien type character, i just used any texture on it, to try and figure out how it worked...!
Well i'll master the procedurals, and fractals as you said!
:Thanks:
Scott212
07-11-2003, 02:05 AM
I'm surprised nobody posted a link to www.digital-tutors.com . Great ramp eye video tutorial, not to mention, tons of other kick ass tutorials.
I'm surprised nobody posted a link to www.digital-tutors.com . Great ramp eye video tutorial, not to mention, tons of other kick ass tutorials.
Can you point the right url for that eye ramp tutorial?
I did not find it among all thoes in there!
:Thanks:
Scott212
07-11-2003, 03:20 AM
http://www.digital-tutors.com/digital_tutors/maya/hypershade.htm
the movie list is on the right
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