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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:

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, line,
58 Posts,
Join Date Apr 2012,
Location CT / MA
, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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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.
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, triangle,
347 Posts,
Join Date Sep 2011,
Location Iowa
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You don't have to bother messing with it shader-side. In the Maya viewport go to Lighting > Use No Lights.
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, spline,
146 Posts,
Join Date Apr 2010,
Location Sanford, FL
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Quote:
Originally Posted by BrendtheCow
You don't have to bother messing with it shader-side. In the Maya viewport go to Lighting > Use No Lights.
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I think they're talking about rendering it out, rather than a screengrab of the viewport.
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, polycounter,
1,087 Posts,
Join Date Jul 2010,
Location London, UK
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Quote:
Originally Posted by gilesruscoe
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 
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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
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.
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Yeah, this is what I ended up doing.
Yay for learning the hard way! :P
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, line,
58 Posts,
Join Date Apr 2012,
Location CT / MA
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Finished my monkey

Last edited by Tigerfeet; 06-13-2012 at 08:52 PM..
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, triangle,
347 Posts,
Join Date Sep 2011,
Location Iowa
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WIP turtle, 270 tri, 256^2 texture
http://p3d.in/qnXB6/shadeless
Last edited by ZacD; 06-25-2012 at 01:52 AM..
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, polycounter, lvl. 13,
7,056 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Quote:
Originally Posted by gilesruscoe
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:

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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") 
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, null,
15 Posts,
Join Date Jun 2012,
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Didn't have enough polys to add all those tentacles haha :P just had to stick with 4 
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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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 
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, null,
15 Posts,
Join Date Jun 2012,
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Quote:
Originally Posted by JacqueChoi
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.
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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?
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, vertex,
40 Posts,
Join Date Jul 2012,
Location England
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