Nerf Bat Ninja
06-30-2011, 10:31 AM
Hey there PC, sorry to post this as I'm sure it's been beaten to death,
Cutting to the chase. I'm doing an art test for my dream job, and I'm primarily a Max user, I am familar with Maya, able to model in Maya just fine...
So I modeled all the low poly stuff in Maya, zBrushed to get my high polys, baked everything down in xNormals. Now, going back to Maya and applying the textures everything looks like complete and utter rat shit. If I throw it in Max everything looks exactly as I want it to, I use (Xoliul's Shader)
This art test also limits what shaders we can use to the extreme basics, Blinn, Phong, Lambert, etc. So I don't think I could use Xoliul's Shader in Maya even if I knew how to.
I think I remember hearing that one of the channels in the normal map needs to be inverted?
I also setup the Normal map as a Bump Map, and then set that to Tangent Space Normal, and that makes things look a little better.
What I need is the basic shader network for a realtime render...
So a Blinn with a Diffuse, Normal, Specular (think I have that figured out)
And render settings for good realtime presentation. It seems like Mental Ray and all that jazz make my normal maps vanish.
And if you're feeling extremely helpful, a simple 3 point lighting setup. I've been using point lights but they make everything look like poo as well. Also what light would be used to get some nice AO? Ambient lights don't cast any shadows and also wash out my normals.
Sorry for the rant, but I'm dying here! :( :( :(
HEEEEEEEEELP ME PLEASE!!!!
ALSO, I can't post any WIPS because it's all confidential NDA stuff. Any generic game model will do, low poly, normal map, diffuse, specular.
Cutting to the chase. I'm doing an art test for my dream job, and I'm primarily a Max user, I am familar with Maya, able to model in Maya just fine...
So I modeled all the low poly stuff in Maya, zBrushed to get my high polys, baked everything down in xNormals. Now, going back to Maya and applying the textures everything looks like complete and utter rat shit. If I throw it in Max everything looks exactly as I want it to, I use (Xoliul's Shader)
This art test also limits what shaders we can use to the extreme basics, Blinn, Phong, Lambert, etc. So I don't think I could use Xoliul's Shader in Maya even if I knew how to.
I think I remember hearing that one of the channels in the normal map needs to be inverted?
I also setup the Normal map as a Bump Map, and then set that to Tangent Space Normal, and that makes things look a little better.
What I need is the basic shader network for a realtime render...
So a Blinn with a Diffuse, Normal, Specular (think I have that figured out)
And render settings for good realtime presentation. It seems like Mental Ray and all that jazz make my normal maps vanish.
And if you're feeling extremely helpful, a simple 3 point lighting setup. I've been using point lights but they make everything look like poo as well. Also what light would be used to get some nice AO? Ambient lights don't cast any shadows and also wash out my normals.
Sorry for the rant, but I'm dying here! :( :( :(
HEEEEEEEEELP ME PLEASE!!!!
ALSO, I can't post any WIPS because it's all confidential NDA stuff. Any generic game model will do, low poly, normal map, diffuse, specular.