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Maya project (textures/bump maps)
chapps 
21/9/07 2:09:03 PM
Initiate

Hi everyone,

Im studying Multimedia Design at Uni atm and i'm about to start a motion graphics assignment which involves 3d headphones.

Im currently modeling it in Maya which isnt a problem but the cusioned material on the ear and a strip of material along the top im still unsure how to go about replicating.

I'll post some images up shortly (internets out until sunday at home).

This is the type of headphone:
http://games.reeltime.tv/images/products/lrg_APCETH.jpg

The ear cusioning material is the same common padding among nearly all headphones of this type. Pretty much need a good resource for textures/bump maps so i can get the desired effect.

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superfireydave 
23/9/07 4:08:23 PM
Champion

The only thing I could suggest would be modelling a high poly in zBrush or Mudbox, and using that to generate a normal map for it.
Sorry I can't be more of more help :<

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xfu 
24/9/07 12:47:44 PM
Champion

You could do that Z brush thing. No doubt at all it'd be for best results, but that's heaps of work and if the render isn't too big it's not needed.

A simple bump map should do it, but before you get into sourcing the texture and setting up the material you'll need to lay out the UVs. It's probably not worh me trying to explain verbally how to do it - you'll need to check out some polygon UV tutorials in Maya. Headphones shouldn't be too bad to figure out, but if you've never done it before it might take a little to get used to.

Once that's done though, I'd hit google images and search for something like "vynil texture" and get images like this one (but hopefully better) http://linear1.org/i/400/vdyemetal2.jpg

With the object selected that you did the UV layout for, go 'UV Snapshot' from the UV editor window, which will make an image file in your images directory.

Take that into photoshop and you'll see that there are lines all over the place. these are there as a guide to show you which part of that image will appear on which faces on your mesh in 3D. So get your bumpy texture onto the parts that need it, hide the lines, and export that as your bump map.

Then you should be good to go - set up a new Blinn material, apply your bump pattern (0,1 - 0.3 depth is usually plenty but it depends on tonal contrast in the image), and then set all the other properties accordingly. Almost no reflectivity, quite a dark gray with a medium amount diffuse setting, wide specularity, etc. Play around with it.

With photorealism it can often help to get your lighting really well sorted out before you apply any kind of texture though as well. It's usually counter productive to tweak lighting and texturing simultaneously unless there are specific reasons to do so, so keep that in mind too. You can destroy good texturing or good shaders with bad lighting.

All of that said. You really should just do some general texturing tutorials because your final result will benefit from them hugely.


Edited by xfu: 24/9/2007 12:52:18 PM

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http://www.betarecords.com/agent_plang

chapps 
24/9/07 9:28:41 PM
Initiate

Cheers, i'm all good with UV mapping so that shouldnt be a problem.

Don't think i'll have time for zBrush though, but its a program im hoping to get into in the near future.

Im going to be animating the set so it won't contain any incredible close ups so bumpmaps should do the job nicely, just gotta find the best ones.

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xfu 
25/9/07 12:23:58 AM
Champion

Ah you'll be ok if you're good with UV mapping and it doesn't get that close to the camera...

Sit a labert on it and get the lighting happening really nicely. I can give you some quick tips if you haven't played around with lighting or mental ray much.

When it's looking good, play around with the actual material (it'll be real easy). Just use a Blinn with wide specularity and a light noise-based bump. With a bit of tweaking it'll get there ok. That kind of kind of fine bumpy pattern when small in the scene can be almost anything really. I wouldn't worry about making it too specific (the image map).

Post some pics though, espeically with how big it'll be in the scene, and what geometry you have. I'd try to put a good amount of detailing in the geometry around the strip borders.

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http://www.betarecords.com/agent_plang

chapps 
5/10/07 2:50:43 PM
Learner

So just a little progress report. Heres my headset so far..

http://photos-c.ak.facebook.com/photos-ak-sf2p/v143/9/56/754644851/n754644851_274850_2241.jpg

Right now im playing around with the lighting and hope to animate it for a commercial project.

Any tips as far as lighting and animating.

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Q6600 | Sapphire 2900xt | P5K-E mobo | 2gig-667 Kingston RAM | Antec P180b case | 650W Antec Truepower Trio | 2x 400g samsung hdd | 1x 160g hdd | 22" ChiMei 221D Lcd

Bring on the MAYHEM!!

spiritek 
5/10/07 8:00:17 PM
Overlord

nice work dude, looking good

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---<) (>---

Pretty_Boy 
6/10/07 10:30:52 AM
Overlord

looks excellent mate! do you mind if i add it to the 3D work sticky thread?

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ASUS M2N-E - HIS x1950xt - Thermaltake Toughpower 750w - 4 x 512mb Kingston HyperX - Am2 3800+ X2
Atomic 3D work! check it out! http://www.atomicmpc.com.au/forums.asp?s=2&c=34&t=14

chapps 
6/10/07 8:42:25 PM
Learner

Yeh sure, go for your life.

Still playing with lighting though so i should have some better final renders done hopefully soon.

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Q6600 | Sapphire 2900xt | P5K-E mobo | 2gig-667 Kingston RAM | Antec P180b case | 650W Antec Truepower Trio | 2x 400g samsung hdd | 1x 160g hdd | 22" ChiMei 221D Lcd

Bring on the MAYHEM!!

Pretty_Boy 
7/10/07 1:00:39 AM
Overlord

no worries... when you do drop a comment with the link in the sticky thread and i will add it!

cheers,
Prettyboy

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ASUS M2N-E - HIS x1950xt - Thermaltake Toughpower 750w - 4 x 512mb Kingston HyperX - Am2 3800+ X2
Atomic 3D work! check it out! http://www.atomicmpc.com.au/forums.asp?s=2&c=34&t=14

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