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/3/ - 3DCG


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File: 397 KB, 768x654, 1433482366299.png [View same] [iqdb] [saucenao] [google]
481911 No.481911 [Reply] [Original]

Hello /3/ I'm new to 3d and I'm really curious what the two images in pic related are and how they are applied in the hair texture. I only know how to apply one texture to a mesh but the image seems to imply the artist is using different textures for the alpha I think? The other image I don't know. Also, where does the hair color go into this? I haven't found any tutorials that do this so I came here.

>> No.481917

left looks like a reflection map, right is an alpha map. You create a material/shader, say, a blinn. The colour ( aka diffuse) map isn't posted here, but that goes into the diffuse channel. The alpha map goes into the transparency channel, the reflection map goes into the eccentricity or specular roll off, which may be called something else.

>> No.481918
File: 9 KB, 162x123, triggered.jpg [View same] [iqdb] [saucenao] [google]
481918

>>481911

>> No.481919

>>481917
hey thanks for replying.

I forgot to mention I'm using blender and I'm utterly confused where to apply those maps you mentioned. If you don't mind can you point them out to me?

>> No.481922

>>481918

Not Op but I dont see whats wrong with that triangle, its not like the upper forehead is going to get animated or something

>> No.481941

>>481918
Most forehead meshes I've seen have this kind of subdivision over the brows.

> MUH QUADS

deal with it

>> No.481942

>>481918
you do know that triangles are perfectly fine in areas that don't deform, right?

>> No.481943

>>481942
>>481941
>>481922

The thing i'ts absolutely unnecesary. It's not a big deal in the place where it is, but that's hardly a reason to fuckup your topology. Even considering that it is a game model, you are saving astonishing 3 vertices. That's just my view.

>> No.481965

>>481943
>3 verts
no, you clown. The loop continues across the skull adding more and more polygons and also wastes time during shaping.

>> No.481979

>>481943
Worrying about 1 tri in your topology is absolutely unessecary. With that mentality, you're never going to finish any of your projects. You could nitpick any little thing you want. Zero people playing a game are going to notice a triangle on the corner of some random character's forhead. You listen to too many people spouting "QUAD ONLY TOPOLOGY!!" when those guys dont have any more experience than you do.

>> No.482031

>>481965
no, it doesn't

>>481979
Just use quads where you can, tris where you must. I'm not saying this will cause any significant problems or that I don't ever make them. And while this is exactly the place where you would generally put such correction, in this case it doesn't help anything at all. Just make clean topology when you have no reason not to.

>> No.482034

>>482031
>>481965
>no, it doesn't

Not that guy. yes it does. If that edge didn't terminate in a tri at that point, it would have to continue over the top of the skull, back of the skull, down the neck, and likely loop back up to the mirrored edge along the neck/head again, since the neck is usually where the number of edges along the torso and through the head don't match up.
By ending it at the forehead you save it creating 1 new face for every edge it passes through if you were to maintain quads until it terminates at an edge of symmetry.
Furthermore, Does that model look like it's for anything other than a game? No, it doesn't. Which means it isn't going to be subdivided. Which means at this stage, the mesh density is complete and won't be edited. Which means You don't need quadrulated edge flow.

>> No.482122

ITT anon gets ripped apart

>> No.482129
File: 323 KB, 1722x977, headtopologyflow.jpg [View same] [iqdb] [saucenao] [google]
482129

>>482122
nice samefagging

>>482034
>yes it does

No it doesnt. I've seen a lot of game models like this. There's no top of the head, hair covers it. It's quite common, your model has less geometry and you don't have to care about extra edges. Have you even considered what I meant by saying that he's saving 3 vertices or are you that retarded? Next time try reading more and writing less.

>B-but you wouldn't notice ingame anon

No, I wouldn't. That's no reason to fuck up your topology though.

>> No.482139

>>482129
Look at the fucking mesh, the skull is intact. You can argue all you want, you're still wrong and maintaining useless loops.

>> No.482152

>>482129
Hey listen, it's alright. You're allowed to make terribly optimizer meshes for the sake of "purity". We don't judge people on here for making bad decisions, just look at the blender fan base.

>> No.482162

>>482129
Get some field experience. Your quad-only-god doesnt love you.

Also, the pic you used is using a subdiv modifier. With those you need to worry more about tris. With game models, they're much less concerning.

>> No.482191

>>482129
you do know that game engines run on tri and quad meshes get converted anyway.

>> No.482193
File: 97 KB, 600x344, uncharted_comp.jpg [View same] [iqdb] [saucenao] [google]
482193

>>482129
maybe I should just post pics of game meshes with triangle and quads in them.

>> No.482299

>>482191
hes too autistic to realize a quad is two triangles only invisible

>> No.482324
File: 8 KB, 204x219, 1422842337171.jpg [View same] [iqdb] [saucenao] [google]
482324

>>482193
is that the industry standard?

>> No.482327

>>482324
It is but its frown upon. The reason why you have to model in quads is because its so that anyone can take your mesh and read it easily and not have to guess where your edge loops are going.

>> No.482365

>>481919

It depends what renderer you're using.

If you're using Cycles, you load the images as textures in the node editor. Plug the reflection (or specular) map as the "fac" for a mix shader with your diffuse and glossy. Plug the alpha map as the factor for another mix shader that mixes the previous mix shader and a transparency shader.

For BI, you create your material, go to the texture tab, and add each texture to the list. Then for each texture, scroll down and check the things it affects - for the reflection map, for instance, you can put it in "mirror" or in "specular" depending on what you're trying to do.

Look up Andrew Price's tutorial on realistic texturing. It'll explain the Cycles workflow.

You can have as many textures as your memory can hold - dunno where you got the "one texture per mesh" thing.

>> No.482367

>>482324
you dont want to see what japs do with anime characters.
Having triangles is fine as long they don't interfere with the main loops around the eyies and mouth.

>> No.482368

>>481943
He was showing hair merging with head where you apply that white pic on OPs post

Also screw touchpad keyboard

>> No.482373

>>481918
Games. The meshes get triangulated anyway.

>> No.482382

>>481911

To apply more than one material to a mesh:

Set the base material for the mesh
Select faces where you want a different materal
Create new material
Click "Assign"

>> No.482405

>>482382
He said multiple textures not materials.

>> No.482418

>>482299
>>482373
That's totally irrelevant to the modelling process and you know it. Stop feigning ignorance, you are just a troll.

>>482193
Reallly? Have you even read my post?

>> No.482423

>>482405

Yes... and?

Someone who doesn't know you can have multiple textures on a mesh or what a reflection map is probably doesn't know the difference between textures and materials anyway.

>> No.483011

>>482324
Your mentality suggests that maybe you nitpick too much. Drake looks great in game, why bother thinking about every little detail if the result is fine?

>>482327
You're fucking wrong. Any moron can see the edge flow. That geometry is meant to get the job done. The job is game animation, and that's where it succeeded.

>>482418
Moron, the modeling process is irrelevant when the model's already finished.

There's so much stupidity spreading around here! Somebody reads a tutorial or two and they start critiquing modelling processes for pro artists, while the stuff you people make will be in a perpetual wip state.

>> No.483016

>>482423
>answers a question nobody asked
>bitches about other people being too stupid to understand the difference

Hoof. So you're, what, 15, 16? How's high school treatin' ya, buddy? Gonna be a VFX artist when you grow up?

>> No.483219

>>482367
actually I do, please show me.

>> No.483750

>>481943
its for a game you autist

>> No.485607

>>482193
kill it quickly