MeshLab Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray In this tutorial you'll learn how to bake an Ambient Occlusion map, as well as a Color & Light map inside Maya using Mentalray. Ranjit will first guide you through the process of setting up and rendering the AO map using a character model for demonstration. In the second half of the tutorial, we'll switch over to an interior scene to generate our Light & Color map, also using Mentalray. Step 1 This is the model which I'm going to be using for baking the "Ambient Occlusion" map. Step 2 Now before we start anything make sure you have a proper UV Layout for your model, and the file you are working with is saved and has a project set properly for it. Step 3 Now go to Window>Rendering Editors>Hypershade and assign a new lambert material to the surface, and then rename it. Step 4 Since texture baking is done through Mentalray, make sure the Mentalray plugin is loaded in your version of Maya. Step 5 Now select your Polygon mesh, right click and go to Baking>Assign New Bake Set>Texture Bake Set.
Blender Open Material Repository - download blender materials/shaders for free! Ben Mathis Download PDF Normal Map Workflow This tutorial will explain my workflow when making a normal map for a character. I'll be using 3DSMax though most of it will transfer to any program. As with everything I write, take it with a grain of salt, compare it to what you know, and figure out what you want to use from it for yourself. First I'm going to explain what a normal map is and does, from an artists perspective. Next I'll explain how the "bake" works. The first thing I do when making an asset that will have a normal map, is to make a "sketch" model. Layers are extremely important when creating normal maps in max. I keep my sketch model on a layer called "low". Now comes time to tighten up your sketch model to match up with the high poly.
Workstation for Hire - 256 GB RAM dual 8core @2,7 GHz N. Purple, im set the price as you, and that JUST because im not want go down and create competition, im set i so that if one of us is overloaded or with long reconstruction front that the other can help clients and not steal clients..... My personal digging intro prices of it, show that could bring price much much lower as are now, and my idea was for repeating customers bring discounts up to 75 %.. Agisoft helped me reconstruct few of my models on ULTRA for free, to get better understanding to my workflow and correcting it, so i pay it back for them with help to others become better and better and use Pscan to its limits...... My idea is to give people some advice on workflows on it own datasets, what actually doing already..... And as have pointed out, STUDENTS ( Their schools too) get little lower price on Pscan, so they get training for better workflow and results just from start just because im like it when cutting edge technology is used in real work on right places.
Autodesk Softimage We regret to inform you that the upcoming 2015 release will be the last one for Softimage® software. This final version is expected to ship on or around April 14, 2014. Autodesk will continue to offer product support until April 30, 2016. We will also provide Softimage support services (including Hot Fixes and Service Packs) to all Softimage customers with Autodesk Subscription, at no cost, until April 30, 2016. We understand that you will now need time to re-evaluate your production capabilities. Although this decision is a difficult one, we do believe that by focusing our development efforts, we can better serve the needs of the media and entertainment industry and provide customers with better products, faster. What is happening to Softimage? Softimage last release announcement FAQ Support for prior releases Customers with an active Autodesk Softimage Subscription contract can migrate to the latest release of either Maya or 3ds Max, at no additional cost.
Crafting A Detailed ‘Next-Gen Boiler’ – Part 5 Baking Maps In part five, you'll learn how to up-res the low poly model in preparation for map baking and how Zbrush can be used in conjunction with Maya to add addition detail and damage to the high-res model, an important step in creating detailed normal maps. Shray will also show you how to setup, bake and combine Normal and Ambient Occlusion maps using xNormal and how to construct the model's shader back in Maya. Project Overview: In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Additional Files/ Plugins:Download Reference Image Step 1 Now we have to make the entire model High-res to generate our normal map with all the smoothing. Step 2 Step 3 Step 4 Now we'll add supporting edges to the main boiler shape. Step 5 Step 6 Step 7
Good Textures - Royalty free seamless textures and photos Normal Mapping Tutorial by Ben Cloward - page 1 Introduction In the last 10 years or so we’ve seen lots of video games released that use low poly count models for the game play and then tell the story using pre-rendered cinematic sequences. The characters in the cinematics always look really nice with lots of detail and realism, but as soon as the game play starts again, the model is back to being low poly and very chunky looking. Before we continue, I would recommend that you download “Polybump Previewer” from the Crytek web site here. Note: I’ve learned most of this stuff on my own through research on the Internet and by using trial and error. How Lighting Works Before talking about normal maps specifically, it’s important that I give a general overview of the process of lighting a 3d model so you can have a good foundation for understanding what the normal maps are doing. So how does lighting work? That’s pretty much all there is to it. brightness = N dot L So how does this apply to real-time models? Back Next
Technology - FreeD How does it work The proprietary freeD™ technology, which stands for Free Dimensional Video, will enable the next evolutionary step in video and the moving image. Up until now, video, broadcasting, and film has consisted of cameras capturing two-dimensional image data, which is essentially a sequence of changing flat “pixels” that represent reality. These images are then processed by either post-production facilities, or by ever-growing consumer applications, and end up transmitted and shared digitally. Our technology works by capturing reality not as just a two-dimensional representation, but as a true three-dimensional scene, comprised of three-dimensional “pixels” that faithfully represent the fine details of the scene. This enables a far superior way of capturing reality, which allows breaking free from the constraints of where a physical camera with a particular lens had been placed, allowing a freedom of viewing which has endless possibilities. About The Cameras
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