Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 19-02-2012 , 01:22 AM
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this is what happens

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# 17 19-02-2012 , 01:52 AM
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AAAAAAARGH WTF!

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# 18 19-02-2012 , 01:53 AM
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Did you get my PM?

# 19 19-02-2012 , 01:54 AM
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yes and i watched it and that was the result.

# 20 19-02-2012 , 01:59 AM
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I will PM you again.

# 21 19-02-2012 , 02:05 AM
EduSciVis-er
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I just recall you said you were using an ambient light a while back... that might be screwing up your maps, because bump maps for example don't work with ambient lights. Don't use an ambient light if you are.

# 22 19-02-2012 , 02:09 AM
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so ur saying that ambient lighting is making that F'd up distortion along the seam?

# 23 19-02-2012 , 03:44 AM
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Probably not, but it was probably causing your first render... sorry I skimmed some of the thread.

# 24 19-02-2012 , 09:12 AM
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well if someone can help me figure out that whole seam thing i'll be golden

# 25 19-02-2012 , 02:25 PM
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In mudbox what is your edge bleed set to (windows,preferences,paint) are your UVs well inside UV space...............dave




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# 26 19-02-2012 , 02:56 PM
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You need to check this training out done by Jay. It really answers all your questions about displacement, normal, cavity, diffuse overall technique setup in Maya. Even if you are not interested in the sss, it gives you an overall view and technique. You can skip the Zbrush map extraction since you are using mudbox, but it certainly helps you setup all your materials from Mudbox in Maya.

Link: https://simplymaya.com/autodesk-maya-...=194&sub_cat=0

Maya-ZBrush Workflow
Skin Sculpting & PolyPainting in ZBrush
Displacement & Normal Maps in ZBrush
Cavity & Specular Maps in ZBrush
Texture Maps & Logos in Photoshop
Realistic Eye Textures
Bump Maps for Cloth
misss_fast_skin in Mental Ray
Subsurface Scattering in Mental Ray
Displacement in Mental Ray
Character Lighting & Rendering in Mental Ray
Constructing Shading Networks
Final Gather Light Maps
Mental Ray Approximation Nodes

Hope that helps mate.

About your seems issues, you can open your displacement in Photoshop and paint that area over with gray, save and import it back. That's the quickest way to fix this issue you are having with the seem.


Last edited by cgisoul; 19-02-2012 at 03:01 PM.
# 27 19-02-2012 , 06:37 PM
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Dave: edge bleed is set to 2 and yes UVs are all in UV area I made sure to do that before i sent it to mudbox.

CGI: yea i'm going to pick up that tutorial next month when i get paid, been wanting to look at it for a while now. I'll try the greying in photoshop and see if it helps.


Last edited by MamoruK; 19-02-2012 at 06:40 PM.
# 28 19-02-2012 , 06:55 PM
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Can I suggest export the displacement map as a 16bit. Sometimes maya doesnt like 32 bit, dont ask why.

With the 16bit you can control its scale thru the color gain and offset until you are happy with the result. It may just be a setting thats causing it to burst at the seams literally.

With opening dismaps in Photoshop check that color management is off other wise you can screw the map up and it wont work properly.

# 29 19-02-2012 , 07:07 PM
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seems that theres no grey at all in the map just a lot of black and white.

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# 30 19-02-2012 , 07:11 PM
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saved as a 16bit looks a lot better now, those edges are kind of concerning though

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