Author : disting


Reply
Reply
 
Thread Tools Display Modes
nkonstantino's Avatar
Old (#26)
I'm using Maya so there doesn't appear to be a "self illumination" option by that name. Google searching for the solution only seems to show how to create neon lights/tron-looking objects, which I don't think is what I'm looking for.

So with some experimenting I've set its ambient color to white, which seems to have a similar effect (Get rid of any shadows not painted/AO'd on).

I can't just screenshot the viewport because for some reason the viewport renderer makes the fins or body fully transparent unless I render them.

From that point I followed the AO tutorial that was posted in the thread, setting the AO map in photoshop the way Jacque said to do it and this was my result:

Offline , line, 58 Posts, Join Date Apr 2012, Location CT / MA Send a message via Skype™ to nkonstantino  
   Reply With Quote

gilesruscoe's Avatar
Old (#27)
In maya you can go into your shader options and turn up incandescence to 100 The transparency error your getting is a problem i get in mayaviewport whenever i'm using alpha, its annoying and i don't think there's a fix
Offline , dedicated polycounter, 1,669 Posts, Join Date Dec 2010,  
   Reply With Quote

Tigerfeet's Avatar
Old (#28)
I think you want the Ambient Color to be pulled all the way to the right and the Diffuse to 0, as far as Maya goes. That's what I've been doing anyway.
Offline , triangle, 347 Posts, Join Date Sep 2011, Location Iowa Send a message via Skype™ to Tigerfeet  
   Reply With Quote

BrendtheCow's Avatar
Old (#29)
You don't have to bother messing with it shader-side. In the Maya viewport go to Lighting > Use No Lights.
Do your worst (just keep it constructive): http://www.polycount.com/forum/showthread.php?t=98122
Offline , spline, 146 Posts, Join Date Apr 2010, Location Sanford, FL  
   Reply With Quote

Torch's Avatar
Old (#30)
Quote:
Originally Posted by BrendtheCow View Post
You don't have to bother messing with it shader-side. In the Maya viewport go to Lighting > Use No Lights.
I think they're talking about rendering it out, rather than a screengrab of the viewport.
Offline , polycounter, 1,081 Posts, Join Date Jul 2010, Location London, UK Send a message via Skype™ to Torch  
   Reply With Quote

nkonstantino's Avatar
Old (#31)
Quote:
Originally Posted by gilesruscoe View Post
In maya you can go into your shader options and turn up incandescence to 100 The transparency error your getting is a problem i get in mayaviewport whenever i'm using alpha, its annoying and i don't think there's a fix
Thanks, but this just seems to make my model/texture pure white and glowing.
So I loaded the texture into the incandescence field instead, and that seemed to work except that it doesn't allow the alphas to work properly.

Quote:
Originally Posted by Tigerfeet View Post
I think you want the Ambient Color to be pulled all the way to the right and the Diffuse to 0, as far as Maya goes. That's what I've been doing anyway.
Yeah, this is what I ended up doing.

Yay for learning the hard way! :P
Offline , line, 58 Posts, Join Date Apr 2012, Location CT / MA Send a message via Skype™ to nkonstantino  
   Reply With Quote

Tigerfeet's Avatar
Old (#32)
Finished my monkey


Last edited by Tigerfeet; 06-13-2012 at 08:52 PM..
Offline , triangle, 347 Posts, Join Date Sep 2011, Location Iowa Send a message via Skype™ to Tigerfeet  
   Reply With Quote

ZacD's Avatar
Old (#33)


WIP turtle, 270 tri, 256^2 texture

http://p3d.in/qnXB6/shadeless

Last edited by ZacD; 06-25-2012 at 01:52 AM..
Offline , polycounter, lvl. 13, 7,047 Posts, Join Date Jul 2009, Location Columbus Ohio Send a message via MSN to ZacD  
   Reply With Quote

Zamite's Avatar
Old (#34)
Quote:
Originally Posted by gilesruscoe View Post
Here's what i did for the first week of the course, it's been a good learning experience so far and we're only just getting into the 3rd week! D:




Ahah, looks great. Just one thing to point out:
Squid, like cuttlefish, have eight arms arranged in pairs and two, usually longer, tentacles.

And that's why they are Decapodiformes ("10 feet/arms")
Offline , null, 15 Posts, Join Date Jun 2012,  
   Reply With Quote

gilesruscoe's Avatar
Old (#35)
Didn't have enough polys to add all those tentacles haha :P just had to stick with 4
Offline , dedicated polycounter, 1,669 Posts, Join Date Dec 2010,  
   Reply With Quote

Zamite's Avatar
Old (#36)
Ahhh, that explains it. Its just a bit "alien" this way :P

But remember only 2 are large and the other 8 are shorter (could save some polys there - probably not enough though).

Cheers
Offline , null, 15 Posts, Join Date Jun 2012,  
   Reply With Quote

GenericGoodGuy's Avatar
Old (#37)
Quote:
Originally Posted by JacqueChoi View Post
Week 1: Make A Critter
Make a small creature that should be based on something real and existing, not something made up, or fantastical. It should look as if it belongs in the same world as the reference images we have provided below.

Can you tell me what this "Summer Bootcamp" is? can anyone join it? do you just give us challenges to help us improve or what?
Offline , vertex, 40 Posts, Join Date Jul 2012, Location England  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch