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Impact
08-23-2009, 07:10 AM
Hi people:)

When you make a simple room or a complex interior how do you uv,texturing it? Use separate object for walls-roof or single object with multiple uv set or assign material per face separately by hand?
And i use maya.:)

thx in advance.

soulburn3d
08-23-2009, 05:28 PM
Well what sort of material will the room be? I usually have a single mesh per wall/floor/ceiling. And if it's something simple like plaster, you may be able to use a procedural texture and not even worry about uvs.

- Neil

Impact
08-23-2009, 08:53 PM
Hey Neil thx a lot for reply.Actually i'm trying to made a sci-fi interior with metalic-stone wall-floor-cell with a lot of details.I confused a little about modeling,textering,using or not using displacment maps for details and....
Thx for helping:thumbsup:

soulburn3d
08-24-2009, 05:23 PM
Hey Neil thx a lot for reply.Actually i'm trying to made a sci-fi interior with metalic-stone wall-floor-cell with a lot of details.I confused a little about modeling,textering,using or not using displacment maps for details and....
Thx for helping:thumbsup:

So your room will have metal parts and stone parts? Well, the stone should be pretty simple, get a digital camera, and take some good photos, or go to any free texture website to get some good images. Then map them to the walls. A diffuse and bump, and maybe a spec map is all you'll need. As for metal, I don't use maya for texturing, so I don't know the exact recipe, but it shouldn't be too hard to find a decent metal shader around for your maya renderer of choice. As for disp maps, you can use those instead of bump maps if you want, it depends how bumpy the stone wall will get. Maybe if you posted some reference images of what you're looking for other can chime in and give some advice.

- Neil

Impact
08-24-2009, 08:46 PM
A really big thanks for you Neil again.
I have some textures but my problem is in assigning them to complex surface with little details.As i said main problem uvs and single objects with different type of materials like below image.
http://i26.tinypic.com/2wrewqe.jpg

soulburn3d
08-25-2009, 01:26 AM
Ah ok, I can see how that's a little more complex, since the walls aren't flat :) Personally I'd use a blendedboxmap to apply some general textures to the walls, and then use projections to project more specific details onto the surface overtop my more generic textures. Unfortunately, I use slim in maya to do that through renderman, and so don't know how to go about setting those sorts of things up in maya using mentalray or the default maya renderer. So I'm afraid I probably won't be of much further help.

It can be done by seting up uvs, but that'll be a pretty long uv process and a lot of painting specific maps.

- Neil

pankajkaintura43
08-25-2009, 04:08 AM
Personally I'd use a blendedboxmap to apply some general textures to the walls, and then use projections to project more specific details onto the surface overtop my more generic textures.

- Neil
Hi Neil, well can you plz elaborate abt blendedboxmap as I have no Idea abt it.............

Impact
08-25-2009, 08:32 AM
Hmmmm maybe projection mapping is the solution...
As about complex surface with a lot of objects and details do yo think that your Gnomon dvd can help? Can i apply those techniques in maya?
And about blendedboxmap (http://www.neilblevins.com/cg_education/blended_box_mapping/blended_box_mapping.htm) i think its cool and usefull but how to setup this in maya?

thx in advance.

soulburn3d
08-25-2009, 07:27 PM
As about complex surface with a lot of objects and details do yo think that your Gnomon dvd can help? Can i apply those techniques in maya?

The theory is universal, and can be applied to any 3d app. However, the specifics about what steps to take are not included for maya. Like for example the blendedboxmap, it will explain what it is, and how best to use it, but it won't tell you which buttons to press in maya to get one.

- Neil

soulburn3d
08-25-2009, 07:29 PM
Hi Neil, well can you plz elaborate abt blendedboxmap as I have no Idea abt it.............

Check this page for more info...

http://www.neilblevins.com/cg_education/blended_box_mapping/blended_box_mapping.htm

It's a really useful feature, unfortunately, it's underused in the industry at large, even though it's a pretty common technique at many of the larger fx and animation houses.

- Neil

musashidan
08-25-2009, 08:20 PM
Neil's BlendedBoxMap technique is genius :D Especially when combined with projection mapping to paint in specific detailing. Even the angled walls in your scene would be very straightforward to detail elaborately using Neil's method.
I'm sure something similar is available for Maya.

When you see a guy's name roll up in the credits of Wall-E you better heed his advice;)

another method that's quite good is a combination of automatic unwrapping tools and 3D painting in Mudbox. Of course,you'll obviously have to have the apps mentioned.

Impact
08-25-2009, 11:30 PM
Yeah i know how amazing artist Neil is and i really love his BlendedBoxMap technique and definitely going for his gnomon dvd.
I have mudbox but i think it must be a little hard to paint texture on thousand objects and then extract map from them.

:X

eldee
08-26-2009, 02:06 AM
I have mudbox but i think it must be a little hard to paint texture on thousand objects and then extract map from them.

nevermind the difficulty of doing that, it's extremely inefficient, and on a larger project you'd be lucky if it even renders due to memory limitations.

the method neil describes is pretty much *the* way to do it on a large project, and it's why most vfx houses and large production companies use that technique.

pankajkaintura43
08-26-2009, 09:57 AM
Thanx Neil for ur tutorial...............Well I am a maya user so I need look out for such technique in maya...........any help from ur side??????????

Cameo
09-01-2009, 11:12 PM
Yea this looks like a brilliant technique. I checked out the tutorial on your site neil, can you explain how you achieve the blend between the 3 planar uvw mapping modifiers?

I'm trying to work out how to do something similar in maya. I was thinking of using a layered texture with the three individual planar projections of the texture and then doing the blend in the mask, but not sure of the best way to achieve that blend. Had a go with some ramps and it works to some degree but it's not particularly precise and would need to be tweaked per-object. Need some way to confine the blend to the 45* as yours does so it would work consistently whatever the shape of the geometry.

Do any other maya users have any ideas how to recreate neils technique in maya? Any luck pankajkaintura43?

soulburn3d
09-02-2009, 05:30 AM
Yea this looks like a brilliant technique. I checked out the tutorial on your site neil, can you explain how you achieve the blend between the 3 planar uvw mapping modifiers?

Basically, each planar map is masked by a black and white map, which is white on the faces that point towards the planar projection, and is black on faces 90 degrees from the planar projection. This is done using something called a falloff map set to perpendicular / parallel, and then instead of using the camera Z axis or something, it uses the object's X axis. Then the second map used the object's y axis, and the third the z-axis.

Maybe this thread can help you replicate it in maya?

http://forums.cgsociety.org/archive/index.php/t-9777.html

Or do a search for "falloff" in the maya subforum.

- Neil

Impact
09-02-2009, 03:29 PM
Yeah Neil is right but someone here (http://forums.cgsociety.org/showthread.php?f=7&t=800529)found an actual solution.

soulburn3d
09-02-2009, 05:17 PM
Thanks for the link Impact!

- Neil

Cameo
09-02-2009, 07:16 PM
That's extremely cool. I'm off to try that maya script now!

Many thanks for posting the link

Impact
09-03-2009, 09:48 AM
You've welcome buddies:* I hope there will be a easier method soon.
Here (http://forums.cgsociety.org/showthread.php?f=7&t=802222), also i found a way to do a similar method to curvature map technique.
Neil! your dvd is just amazing!

soulburn3d
09-03-2009, 04:38 PM
You've welcome buddies:* I hope there will be a easier method soon.
Here (http://forums.cgsociety.org/showthread.php?f=7&t=802222), also i found a way to do a similar method to curvature map technique.
Neil! your dvd is just amazing!

Thanks. I'm really happy that people are trying to figure our techniques for doing this stuff in maya. This sort of cross platform stuff is exactly what I hoped for, as I'd love to see shader technology grow in all the major 3d packages.

- Neil

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