View Full Version : Critique my Rim Job please....
jaywallace23
December 16th, 2008, 05:07 PM
So... what do you think?
sgr
December 16th, 2008, 05:38 PM
ha ha nice rim job ... I would get some light dirt on it as well - and if you are planing on comping it later just do it as a RGB mask.
jaywallace23
December 16th, 2008, 05:42 PM
ha ha nice rim job ... I would get some light dirt on it as well - and if you are planing on comping it later just do it as a RGB mask.
I'm glad you liked my rim job. :D
I got no clue about your light dirt and RGB mask though. Are they on 3DS Max as well?
im.thatoneguy
December 16th, 2008, 09:01 PM
The holes on the inside need some depth. I'm expecting a highlight that isn't there.
jaywallace23
December 16th, 2008, 09:34 PM
The holes on the inside need some depth. I'm expecting a highlight that isn't there.
what kind of highlight? do you have any links to images that will describe your thought?
im.thatoneguy
December 16th, 2008, 09:38 PM
Well highlight isn't very specific. I just expect to see dimension to any surface. Your punch-outs are razor sharp. The rims should be at least 1/6th of an inch thick if they're going to support the weight of a car. Yours are made out of chrome plating.
Extrude in the holes and give them a nice bevel. It'll give the rims a lot more weight and presence.
sgr
December 16th, 2008, 09:51 PM
what I mean by a RGB pass a generic process which can be done in any 3D package - which takes the following steps:
Layout the UV's of you object
Bring the UV map into photoshop (or any other paint app) and make 3 layers where you would paint 3 different kind of dirt (one on each layer) in either Red Green and Blue.
Then map it onto the object in question and remember to use a shader which doesn't receive any light or reflection etc - only displays the texture. (Maya has a Surface shader - take a look of 3DMax has something equal)
then when you render you object with this funky LSD texture and take a look in each of you 3 color channels and you have a masking channel which you can use to control color intensity etc in a post app.
Here is a example of the RGB mask in use on one of my demo reel props:
http://img211.imageshack.us/img211/3904/sofusgraaewm7.jpg
I hope I made sense other wise just shout :-)
Best,
Sofus
im.thatoneguy
December 16th, 2008, 09:54 PM
In 3ds Max just put your mask into the diffuse channel of a standard material and turn the "self Illumination" up to 100.
jaywallace23
December 16th, 2008, 10:03 PM
nice post SGR. basically, I'll have to photoshop my rim to get those dirt.
jaywallace23
December 16th, 2008, 10:04 PM
In 3ds Max just put your mask into the diffuse channel of a standard material and turn the "self Illumination" up to 100.
Hey "im.thatoneguy,"
Do you know where I could find that "self-illumination" feature? I've been looking for that and couldn't find it. I'm still new to 3D Max though.
sgr
December 16th, 2008, 10:09 PM
nice post SGR. basically, I'll have to photoshop my rim to get those dirt.
that's how I would do it - the flexibility and ease of use as soon as you get the hang of it is well worth paying attention to this kind of masking - it's not a unique or secret way of doing it - but time saving.
Basically what I am doing with this car is that 80 % of all my renders are masks of this type - only reflection and refraction is rendered straight for comp - everything else will be dealt with in post - (well lest see if my calculations add up ;-)