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Old 15-04-2009, 02:58 PM   #61
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SR: In your material just about the diffuse, color, and opacity entry fields there should be a Number (usually 0 by default) box. That is your Mapping Channel. What you do is set that to a number (other than 0) and in your mesh set those polys to the same Mapping channel number. Now in your Environment effects you add a Lens Effect > Glow. In the Glow properties you set Material ID (I believe) to the same number and thats about it, other than tweaks.

Hope this helps. I dont have access to max at the moment but if anyone else does and knows what I meant maybe they could give you some screen shots detailing the process. If not Ill do it when I get home.

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Old 15-04-2009, 02:58 PM   #62
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glowing as in self illuminated, or glowing as in has a soft blur around the edges? Self illumiation is in the materials. Think of it as an opacity map for glow (white being illuminated).

If you mean actual glowing...then I have previously used Video post effects (I think it was) I believe to add the glow. Look in the Max help file (press F1) and you might find some more info.

I haven't used this sort of thing with render specific things (mental/finalrender etc) but I'm sure it COULD be done with some of the effects (global illumination etc)
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Old 15-04-2009, 03:11 PM   #63
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Sorry, I should of been more specific. I need the actual glow on the materials, not just on the render. Whenever I try the self illumination for just the blue area, the entire map illuminates.

When I look at last years entries, some will have a glow map, and they have the color that is glowing, not white. I'll give it a shot with the white as the glow and see if that works.
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Old 15-04-2009, 03:12 PM   #64
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Quote:
Originally Posted by Novian View Post
Thanks for your help guys. Its good to know that its possible. One final question. Ive had ZBrush for only a short while and just got sculpting under my belt, I dont know anything of the process of actually projecting the details. Can anyone give me a quick run down? If so it would be much appriciated.

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it's pretty simple

load your sculpt up as normal
select the zsphere tool
import your mapped/retopologised/whatever mesh
select your sculpt
append the imported mesh as a subtool, hide any subtools you don't want projected onto your new mesh
divide the imported mesh up a enough times to capture all the detail you want
click the project all button

this will project sculpt and polypaint information to the new basemesh


discmage: I don't know what zapplink does.

I bake my normals out using zmapper because it's convenient and simply convert the polypaint to texture for my diffuse etc.
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Old 15-04-2009, 04:08 PM   #65
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zapplink exports a flattened image of your sculpt into your favourite paint program, say photoshop, so you can use all its tools for a diffuse texture...or whatever texture you are using.

REALLY handy for painting on photo reference onto a head etc. cos you can use the clone tool etc.

Personally I find ZMapper is MUCH more convenient, but the results aren't as good...although generally speaking you probably couldn't tell the difference on the end result, saving lots of time...so it works out in the end.
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Old 15-04-2009, 04:30 PM   #66
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Poopipe: Thank you so much, you sir are a godsend.

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Old 15-04-2009, 06:18 PM   #67
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Here is a link to one of last years entries that I am trying to do for the glow. I see he has just his diffuse map, and a glow map, but I'm not sure on where to put the glow map so only that part glows. I must be missing something pretty easy, but I just can't figure it out for the life of me. Any help is appreciated.

http://www.gameartisans.org/contests...ls_1_4260.html
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Old 15-04-2009, 06:26 PM   #68
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his glow map is the one in the upper right corner of his maps image.

black doesnt glow, everything else does. check my entry from last year, its pretty obvious whats going on in .
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Old 15-04-2009, 06:35 PM   #69
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I understand just the glow shows, but where in the material editor do you put it? I am using mental ray as the render engine. I tried an architectural material putting the glow map on the luminance, but it lights up the entire map, or it turns the blue a pink color.

If I use a standard material, putting the glow map in the Self-Illumination and it does the same thing.
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Old 15-04-2009, 08:04 PM   #70
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It's most likely in Unreal Editor as that has a whole bunch of glow/bloom options. Think you can even create a mask for the glows and change the colour on the fly.

You can do it in max if you use a DirectX viewport Shader, think buzzy's can do glow.
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Old 15-04-2009, 08:39 PM   #71
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if you are using mental ray, just use an arch&design material, and in the "special purpose maps" rollout, put your glow map in the "additional color / self illum." slot
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Old 16-04-2009, 01:27 AM   #72
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Cool, thanks alot guys, I'll give it a shot and hopefully it works. I appreciate all the help.
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Old 16-04-2009, 03:33 AM   #73
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A friend of mine showed me a way to boost the glow map effect using the ''output'' material in the self illumination slot. That way, you can select a value for output that is superior to 100.
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Old 16-04-2009, 10:22 AM   #74
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How to count tri's in Max?

Sorry if this is a complete nooby question but does anybody know how to count how many tri's are in a model/scene in Studio Max?

I know there used to be a poly counter but can't find that anymore. And I know how to bring up some details on object properties.

Cheers in advance.
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Old 16-04-2009, 10:52 AM   #75
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Quote:
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...and to be able to view the tri count, right click the viewport name (perp.,front,left etc)>Configure>Statistics tab and turn on Tri count if it isn't already. Setting it to Total+Selection is good as that way you can select your character and be sure of the exact count. 7 is the hotkey for the statistics.
The answer is in this very thread
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