Thursday, 2 March 2017

Applying a normal map to a mia_material_x

So, after rigging my model I was unable to bind it.
Sang Yu helped me fix some of the geometry and export it as a selection (creating an obj file) and import it back into the scene. This cleared some hidden history and junk that we couldn't detect and then it worked!!
Sang Yu also created a UV map in Zbrush and from that create a normal map using the high poly model I sculpted in Zbrush and applied that as a normal map to my low poly geometry.

So today's work has been testing the textures with the normal map, and beginning to set the scene with a still image (applied as a file node to a polygon primitive plane).

The shader material (as shown in the render panel of a glassy looking figure in front of the sky) is mia_material_x (meaning a mental ray material) with a solid glass preset replacing the default setting. This is the link for the tutorial I followed https://www.youtube.com/watch?v=AuECClDjXNQ&index=29&list=PLR6NkeqscAx1r2b3gn0xPJqqfAe7tIEYy
Below is the final image of where I've got to so far, plus a link to a tutorial in how to apply a normal map to a mia_material_x shader.

Workflow process and tests today...
Basic geometry with a standard lambert material and an applied normal map
Blinn material with normal map
Transparency of the Blinn material increased
Transparency increased further
UV snapshot taken and imported into Photoshop with a high res texture file layer,
Texture applied to a file node
Adjusting the transparency settings. I didn't like this version as he looks as if he's made of marble (good to know though)

Testing removing some of the texture in Photoshop and then applying a solid blue layer in Photoshop, so I could see where I'd removed the texture

Removing ice texture and reverting back to a mia_material_x solid glass shader
Mia_material_ x with solid glass preset

With the normal map applied, plus two point lights (one in front of the man and one at the rear) plus a directional light which illuminates the backdrop

Using the relationship editor and the light linking option - to remove the translucent shadows on the backdrop, caused by the point lights highlighting the character

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