Texturing to material making video


#1

I made a video a while ago showing our workflow using Mudbox and 3Ds Max - from texturing in mudbox, through map treatments in PS, to final material creation in 3Ds Max for MR rendering.
Enjoy!
http://round6construction.blogspot.com/2010/03/snaps-armor-plates-material.html


#2

Thanks alot for this series of videos David. They are really excellent. It’s always a treat to see production examples thoroughly explained like this. Look forward to more. :wink: I found the detailed run through of your shader tree very interesting. One question though: I didn’t think it was necessary as of Max 2010 onwards to run sRGB textures through a gamma/gain shader as this could be setup in the scene gamma settings??

(see Zaps post on this page) http://cgpov.com/?p=131

also,congrats on the creation/completion of your short. Very stylish and well directed. :beer:


#3

Glad you found it useful :slight_smile:
I have to admit that I might be mistaking about this, but if I remember correctly - you cannot adjust the gamma input/output in max on a per scene basis, e.i. you have to change in manually when moving from a gamma correct scene to a regular scene. And also - I suspect you have to restart max when you do that in order for it to take effect. This is problematic when most day you’re working on regular none gamma corrected projects, and in the evenings you shift to gamma corrected ones. It can cause a lot of human error. Correcting texture in the material is virtually bullet proof + it allows me to use value maps (gloss, bump etc.) in a linear space as they should be used.


#4

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