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Need some help: Triexporter/Maya2012/etc

Author
Jake Warbird
Republic Military School
Minmatar Republic
#21 - 2012-06-23 18:40:51 UTC
Well, revert to phong,change specular highlights? Assign gradient to specular color?
Xenuria
#22 - 2012-06-23 18:45:46 UTC
Viktor Fyretracker wrote:
http://wiki.eveuniversity.org/Rendering_EVE_Models_101

http://www.youtube.com/watch?v=Pw18CzYzJvg

Now this is for blender and gimp. make note of the textures structure, the changes are not too drastic from ngs to pgs.


Somehting I did messing with the specular layer of the Drake. Drake with some red


Yeah this might help, thanks.

The guide seems rather sophisticated and some of the steps they take seem like they would be unnecessary if using photoshoop and maya. However I am unsure.. Hopefully somebody will step up and write a guide that is actually up to date because as far as I can tell no current guides exist for what I am doing.
Viktor Fyretracker
Emminent Terraforming
#23 - 2012-06-23 19:07:46 UTC
well the most important part of that guide imo is breaking apart the graphics files that CCP has built. Though I am not a CG student so I have no knowledge of Maya as for me it would cost thousands without Piracy... and while I have no issues Pirating, I tend to use Blender since it is free and no fear of a copyright troll lawsuit.

EVE is like swimming on a beach in shark infested waters,  There is however a catch...  The EVE Beach you also have to wonder which fellow swimmer will try and eat you before the sharks.

Xenuria
#24 - 2012-06-23 19:15:27 UTC  |  Edited by: Xenuria
Viktor Fyretracker wrote:
well the most important part of that guide imo is breaking apart the graphics files that CCP has built. Though I am not a CG student so I have no knowledge of Maya as for me it would cost thousands without Piracy... and while I have no issues Pirating, I tend to use Blender since it is free and no fear of a copyright troll lawsuit.


I have the 3 files.

capsule_d.dds
capsule_ngs.dds
capsule_o.dds

I used DDS tools by NVIDIA to "unpack" the dds files and then I used the highest quality TGA file of each original DDS file and then opened it in photoshoop.

I had to flip it across the x axis to make it upside down. Then when I import it into MAYA 2013 I simply need to change the UV placement by 180 degrees and everything matches up with the geometry of the obj file itself.

The problem I am experiencing is that the render of the capsule/pod does not look right. The guide you linked states that several different things exists.

Diffuse
specular
normal
light
reflective


This is either outdated or I am doing something wrong. I am probably doing something wrong.

In MAYA I am using the capsule_d.tga as the BASE texture
I am using the capsule_ngs.tag as a BUMP MAP (looks legit that way too lolol)
and I am pulling my hair out trying to figure out how to get this capsule_o.tga file to somehow finish this off and make it look good.


This is pretty rediculous.

Even if I didn't use maya and followed that eve uni thing they still aren't using the correct and current file types..
Eve Mione
Eve Industry Unlimited
#25 - 2012-06-27 03:39:29 UTC
Not trying to necro this thread in anyway but since I was interested I did a little searching myself. I came across this here: http://cargocollective.com/ThomasM/Eve-2-Unreal-UDK-Characters

Not sure if this helps at all. Unfortunately I only have limited knowledge of GIMP/CS5/Blender programs so it doesn't help me too much, figured it might help. Smile
CPPC Drone
Science and Trade Institute
Caldari State
#26 - 2012-06-27 11:00:51 UTC
your doing it wrong.

tweet me @caldariprimeponyclub and I'll show you how to do it properly.

:3
Roc Wieler
Brutor Tribe
Minmatar Republic
#27 - 2012-06-27 11:11:12 UTC
I would actually take the time to READ in the Triexporter thread instead of creating yet another thread begging for someone to do this for you, and then criticizing others for being too lazy to figure it out themselves.

The principles for textures are relatively the same across 3D programs unless you're working with Crysis, UDK, Unity or some other game rendering engine, which you're not.

As said, there are many video guides on youtube, including mine, and while the actual applications vary, the concepts are the same. I plan on updating my 101 series this weekend due to the significant changes introduced in the latest patch to Minmatar ships.

Learn a bit about Maya first and about what the different channels in your material mean, then follow up with trying to get it from EVE into Maya.

I'm a C4D user and while I can't claim to know it all, I know enough to:

A. Ask for help in the right places
B. Try on my own, using many of the guides out there
C. Listen to what others say the first time, in order that they might have half an interest in continuing to help me

Never start a fight you can win.

CPPC Drone
Science and Trade Institute
Caldari State
#28 - 2012-06-27 12:03:55 UTC
Roc Wieler wrote:
I would actually take the time to READ in the Triexporter thread instead of creating yet another thread begging for someone to do this for you, and then criticizing others for being too lazy to figure it out themselves.

The principles for textures are relatively the same across 3D programs unless you're working with Crysis, UDK, Unity or some other game rendering engine, which you're not.

As said, there are many video guides on youtube, including mine, and while the actual applications vary, the concepts are the same. I plan on updating my 101 series this weekend due to the significant changes introduced in the latest patch to Minmatar ships.

Learn a bit about Maya first and about what the different channels in your material mean, then follow up with trying to get it from EVE into Maya.

I'm a C4D user and while I can't claim to know it all, I know enough to:

A. Ask for help in the right places
B. Try on my own, using many of the guides out there
C. Listen to what others say the first time, in order that they might have half an interest in continuing to help me


I always liked you :3
Kyle Ward
Doomheim
#29 - 2012-06-27 12:54:26 UTC
Roc Wieler wrote:
sex


*swoon Oops

The Sandbox, you're playing it wrong!

Xenuria
#30 - 2012-06-27 14:02:16 UTC  |  Edited by: Xenuria
The last time I used maya professionally was when it was called maya 6.
I was 15 and at a community college putting **** on everything with the sculpt tool. When I wasen't doing that I was making some seriously cool stuff.

Honestly my memory is foggy and maya has obviously changed somewhat since then. I said before that I would be more than happy to pay somebody to make an accurate up to date guide for me and anybody else that wants it.

Edit: also I HAVE looked at guides...
ALL of them are outdated or inaccurate.
CPPC Drone
Science and Trade Institute
Caldari State
#31 - 2012-06-27 14:58:30 UTC  |  Edited by: CPPC Drone
Xenuria wrote:
The last time I used maya professionally was when it was called maya 6.
I was 15 and at a community college putting **** on everything with the sculpt tool. When I wasen't doing that I was making some seriously cool stuff.

Honestly my memory is foggy and maya has obviously changed somewhat since then. I said before that I would be more than happy to pay somebody to make an accurate up to date guide for me and anybody else that wants it.

Edit: also I HAVE looked at guides...
ALL of them are outdated or inaccurate.


Its 3am and I'm notoriously **** with english at this time, but I'll quickly tell you what to do for PGS textured objects (this will not be the same for NGS textures)

0) Download an old version of the client that uses .red files to control what a ship looks like in game (these can be opened in a text editor) so that you know what base colours to use on your textures and texture masks. .Black files have replaced .red files but I have no idea how you read these.

1) Remember to always flip textures horizontally before you extract any channels or save a completed texture; when saving do so as a 24bit targa using the highest quality mipmap available from the .dds file.

2) Diffuse texture - ????_d.dds

3) Normal map - ????_n.dds, move the Green Channel to the red, Move the Alpha channel to the Green, delete the alpha channel before you save as a targa file.

4) Specular map - ????_pgs.dds, green channel

5) Self Ilumination Texture/ Light Map - ????_pgs.dds, alpha channel
5b) Make sure to check the lightmap to see if it has any tertiarty masks in it, you can tell because there will be solid white shaped that do not look like either lights or engine parts. You can either extract these yourself from the light maps and make into their own masks which are needed for certain ships that require actual geometry maskins (like the rifter sticky out bits, or the apocolypse) or you can set these up in your shader if you know how and the objects UVs are still intact.

6) Mask - ????_pgs.dds, Red channel, invert the texture before saving as a targa file

7) Submask - ????_pgs.dds, Blue Channel

8) Use composite maps instead of straight texture files, with atleast 3 layers in your composite map to account for the different effects. For example your diffuse texture setup is made up of 3 different hierarchical texture layers each with their own masks as shown below:

Example Diffuse Setup:
Layer 3: Texture: diffuse.tga with colour ramping to match .red file values under "submask" + Mask: submask.tga
Layer 2: Texture: diffuse.tga with colour ramping to match .red file values under "mask" + Mask: mask.tga
Later 1: Texture: diffuse.tga with colour ramping and no mask


9) When reading the .red files from old client files (.black files that are used now are currently unreadable) multiply the values found by 100, and apply colours to each of the texture layer in each of your composite maps. Depending on how you setup your shader or what program you use, you may or may not be able to use all the variables found in a .red file.

10) Save the whole scene and material setup without making any changes to any variables.

11) Play with the shaders and your setup manually to get desired results. DX shaders tend to look the most similar to ingame and have the added benefit of actually using your video card and will rasterise in real time (if you gpu is any good). However you will most likely be restricted to 3 lights.


Thats all you need to know to get started, but I'd suggest making a script to do all the above for you like I have, it saves a shitload of time.

:)
Patrakele
Sebiestor Tribe
Minmatar Republic
#32 - 2012-06-27 15:14:28 UTC
Shocked

Mayan.....2013..... world end? NOOOOO too soon :(
Roc Wieler
Brutor Tribe
Minmatar Republic
#33 - 2012-06-27 15:36:58 UTC
CPPC Drone wrote:


I always liked you :3


Kyle Ward wrote:
Roc Wieler wrote:
sex


*swoon Oops


I'm liking the both of you more and more.

Never start a fight you can win.

Hikaru Kuroda
Extheria
#34 - 2012-06-27 15:41:16 UTC
Xenuria
#35 - 2012-06-27 16:48:32 UTC
CPPC Drone wrote:
Xenuria wrote:
The last time I used maya professionally was when it was called maya 6.
I was 15 and at a community college putting **** on everything with the sculpt tool. When I wasen't doing that I was making some seriously cool stuff.

Honestly my memory is foggy and maya has obviously changed somewhat since then. I said before that I would be more than happy to pay somebody to make an accurate up to date guide for me and anybody else that wants it.

Edit: also I HAVE looked at guides...
ALL of them are outdated or inaccurate.


Its 3am and I'm notoriously **** with english at this time, but I'll quickly tell you what to do for PGS textured objects (this will not be the same for NGS textures)

0) Download an old version of the client that uses .red files to control what a ship looks like in game (these can be opened in a text editor) so that you know what base colours to use on your textures and texture masks. .Black files have replaced .red files but I have no idea how you read these.

1) Remember to always flip textures horizontally before you extract any channels or save a completed texture; when saving do so as a 24bit targa using the highest quality mipmap available from the .dds file.

2) Diffuse texture - ????_d.dds

3) Normal map - ????_n.dds, move the Green Channel to the red, Move the Alpha channel to the Green, delete the alpha channel before you save as a targa file.

4) Specular map - ????_pgs.dds, green channel

5) Self Ilumination Texture/ Light Map - ????_pgs.dds, alpha channel
5b) Make sure to check the lightmap to see if it has any tertiarty masks in it, you can tell because there will be solid white shaped that do not look like either lights or engine parts. You can either extract these yourself from the light maps and make into their own masks which are needed for certain ships that require actual geometry maskins (like the rifter sticky out bits, or the apocolypse) or you can set these up in your shader if you know how and the objects UVs are still intact.

6) Mask - ????_pgs.dds, Red channel, invert the texture before saving as a targa file

7) Submask - ????_pgs.dds, Blue Channel

8) Use composite maps instead of straight texture files, with atleast 3 layers in your composite map to account for the different effects. For example your diffuse texture setup is made up of 3 different hierarchical texture layers each with their own masks as shown below:

Example Diffuse Setup:
Layer 3: Texture: diffuse.tga with colour ramping to match .red file values under "submask" + Mask: submask.tga
Layer 2: Texture: diffuse.tga with colour ramping to match .red file values under "mask" + Mask: mask.tga
Later 1: Texture: diffuse.tga with colour ramping and no mask


9) When reading the .red files from old client files (.black files that are used now are currently unreadable) multiply the values found by 100, and apply colours to each of the texture layer in each of your composite maps. Depending on how you setup your shader or what program you use, you may or may not be able to use all the variables found in a .red file.

10) Save the whole scene and material setup without making any changes to any variables.

11) Play with the shaders and your setup manually to get desired results. DX shaders tend to look the most similar to ingame and have the added benefit of actually using your video card and will rasterise in real time (if you gpu is any good). However you will most likely be restricted to 3 lights.


Thats all you need to know to get started, but I'd suggest making a script to do all the above for you like I have, it saves a shitload of time.

:)



Ok, listen...
I realize that unlike some people you are actually trying to help me. The problem is the information you are providing me is based on an outdated system. The game was created in Maya. Ok?

Their is no reason the dds files should need to be broken down and even when breaking them down as you describe you neglect to mention where to insert them into the material properties.



Xenuria
#36 - 2012-06-27 16:50:12 UTC
Hikaru Kuroda wrote:


StraightStraightStraight


This is not a guide about doing everything in Maya...
It is a guide about doing some things in maya and other things in a different program...
CPPC Drone
Science and Trade Institute
Caldari State
#37 - 2012-06-27 21:50:52 UTC  |  Edited by: CPPC Drone
Xenuria wrote:
Hikaru Kuroda wrote:


StraightStraightStraight


This is not a guide about doing everything in Maya...
It is a guide about doing some things in maya and other things in a different program...


The reason why you seperate them is so that you can manually adjust and fix any problems in photoshop easily, which you will get with the quality of some ships. You don't have to seperate them, but I do.

The textures are plugged into the obvious places :3 you should be able to figure it out.

Goodluck.
Xenuria
#38 - 2012-06-27 22:33:50 UTC  |  Edited by: Xenuria
CPPC Drone wrote:
Xenuria wrote:
Hikaru Kuroda wrote:


StraightStraightStraight


This is not a guide about doing everything in Maya...
It is a guide about doing some things in maya and other things in a different program...


The reason why you seperate them is so that you can manually adjust and fix any problems in photoshop easily, which you will get with the quality of some ships. You don't have to seperate them, but I do.

The textures are plugged into the obvious places :3 you should be able to figure it out.

Goodluck.



I don't know where to plug them into maya. Like I said, I used maya professionally years ago..
With the pod I put the diffuse as the base color of the phong material and the bump map in the bump map slot.

But the long rectangle of yellow and green dosent seem to fit anywhere..

Sure I am starting small with a pod, But eventually I NEED to get a fully rigged character model into maya and so far the guides only show how to get the models in not the textures...
CPPC Drone
Science and Trade Institute
Caldari State
#39 - 2012-06-28 04:24:05 UTC
Xenuria wrote:
CPPC Drone wrote:
Xenuria wrote:
Hikaru Kuroda wrote:


StraightStraightStraight


This is not a guide about doing everything in Maya...
It is a guide about doing some things in maya and other things in a different program...


The reason why you seperate them is so that you can manually adjust and fix any problems in photoshop easily, which you will get with the quality of some ships. You don't have to seperate them, but I do.

The textures are plugged into the obvious places :3 you should be able to figure it out.

Goodluck.



I don't know where to plug them into maya. Like I said, I used maya professionally years ago..
With the pod I put the diffuse as the base color of the phong material and the bump map in the bump map slot.

But the long rectangle of yellow and green dosent seem to fit anywhere..

Sure I am starting small with a pod, But eventually I NEED to get a fully rigged character model into maya and so far the guides only show how to get the models in not the textures...


:circleshandsaroundhead:

You are not the easiest person to talk to sorry :|
goodluck


Xenuria
#40 - 2012-06-28 14:02:12 UTC
Another one bites the dust.

Maybe at some point people who actually have the information I seek will start posting in this thread. People like you just keep posting the same outdated information over and over again.
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