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Linking Textures

Posted: Thu Dec 07, 2006 6:54 pm
by p3tamaxwell
It seems with some textures I have to reload them everytime I open the file or it gives an error upon rendering.

Is there a "prime" location that if I put the textures it would "look" first.

For example in Maya if you throw all the texures you need in the same directory as the model file it can load them ... or in the source images default directory.

Would Maxwell's Materials Directory be the same perhaps??

Thanks

P.S. I have a WIP that I want to post with a question... how do I do that?

Posted: Fri Dec 08, 2006 1:26 am
by 3dtrialpractice
you can use imageshack (.com) and upload you pic to there it will give you a URL that you paste right in your your Message Text box here onthe forum.. thats a good quick way to post images.

as far as location placmentI keep all my textures on a shared net work drive so all my machines see it asd the same location.. im my case L: drive (for Library)

I have notice that it wont remeber always were the textures direcotry iss.. it defaults to a weird place like mayaproject/scenes folder .. (so i put a short cut to my L drive in any folder that maxwell decided to pop to)

WIP of Maxwell Render

Posted: Fri Dec 08, 2006 9:31 pm
by p3tamaxwell
Thanks for your help

I still need to fix some UV errors on the nose... but Maxwell totally has a beautiful render. I am hooked

http://allyoucanupload.webshots.com/b/2 ... 9006070668


Peter

Posted: Fri Dec 08, 2006 11:23 pm
by corneliu
wow ... is this your rendering?

Image

linked Texteure

Posted: Fri Dec 08, 2006 11:31 pm
by p3tamaxwell
Yep,
Thanks for the wow...

I still have so much to learn... but maxwell does a beautiful job and takes all the lighting guess work out if it.

Do you think the UVs are the problem with the lip area??/ I know nothing abou that yet?

Peter

Posted: Fri Dec 08, 2006 11:39 pm
by corneliu
It's nice to see something else then Arch stuff from time to time... unbelive able how real this is.

Yes ... the lip problem is because of UV is so streched that the picture is so much scaled that you can see the pixels.
This just means to select those UV rows and scale them down to meet more in the middle.

If it is not to much asked ... is this a HDRI rendering?
Or a background picture ? I mean to ask what kind of light you used...

For this specific job you are just doing, I would recomend you the Digital Tutors texturing tutorial.
I think they have also a download able version... my opinion is that it teaches you 99% of anything that could be done to UV's ...

[EDIT]
If you unwrapped UVs to paint then the texture in photoshop... maybe just put a small planar in front of the mouth an clone the region in photoshop ... sorry if you allready know this stuff

Anyway ... wounderful picture!!!

Posted: Fri Dec 08, 2006 11:54 pm
by p3tamaxwell
Many thanks for the help.. No I know nothing about this UV so your input...
Is extremly valuable.

Peter

Posted: Fri Dec 08, 2006 11:56 pm
by Maximus3D
I gotta agree with the other guys, that's an excellent rendering :shock: very cool!

/ Max

Posted: Sat Dec 09, 2006 12:06 am
by p3tamaxwell
Thanks

I did a physical sky (Default) with an HDIR Illuminate only....

Like I said... I wish it had taken a alot of skill on my part but Maxwell does lighting the best I have seen yet

Peter

Posted: Sat Dec 09, 2006 12:09 am
by corneliu
Thanks for the info :-)

[EDIT]
I never tried someting like that ... I mean matching background pictures with maxwell render and you have a real nice result here

Posted: Sat Dec 09, 2006 1:09 am
by mverta
Is this supposed to be a miniature or is your scene scale off?

_Mike

Posted: Sat Dec 09, 2006 1:43 am
by p3tamaxwell
Oh I am sure my Scene scale is way the heck off Mike.

It was my first experiment with Maxwell and I watched the video that talked about the scale just last night so now I understand that.

Not being a photographer or such.... what makes it clearly a miniature... is it the exaggerated depth of field?

Peter

Posted: Sat Dec 09, 2006 3:33 am
by mverta
Essentially, yes, that's what it is. DOF is affected by a great many factors, like focal length, size and distance to subject. But in this case, it's definitely got the feel of miniaturization because of that. It's actually kind of effective with this subject matter - I was just wondering if it was intentional.

_Mike

Posted: Sat Dec 09, 2006 12:48 pm
by corneliu
Hi Mike,

Now that you have mentioned it seems to me also like a miniature.

But first I had the feeling that the scene was on a ground plane at a higher level then the background.

But how can you set up a camera that will make a photo like this one? :
If you would put the camera on the ground would it not result in something like p3tamaxwell's picture?

Image

Posted: Sat Dec 09, 2006 5:03 pm
by Mihai
You can basically "tell" it's a miniature in this case because the FOV tells us it's a pretty wide angle lens, yet there is a very shallow dof. Usually a short focal length (wide angle lens) will give you a very large depth of field so almost everything from 30cm to infinity will be in focus.

So when you see a pic like this, it feels like a miniature. In the deer photo, a telephoto lens was used, so to make that kind of render just increase the focal length to maybe 300-400mm. What won't make it look like a miniature is that your subject will fill the whole frame, since the FOV is so small.

I hope this makes some sense :P