dfac364 Posted May 24, 2013 Share Posted May 24, 2013 So this forum seems like its died off alot but i figured id ask anyway. Im trying to change the way that i make swords and hopefully improve so im trying to find a tutorial that explains exactly how cube maps work and what effects they offer, also If someone could direct me to a tutorial for making UV maps in 3Ds 2012 id appreciate it up until now Ive just been using auto maps but they kind of suck, thanks in advance Link to comment Share on other sites More sharing options...
Twizzler77 Posted May 25, 2013 Share Posted May 25, 2013 (edited) Hey dfac, Cubemaps are a performance-friendly way to fake reflection on a surface. They are great for metal surfaces: gold, chrome, fiberglass, steel, etc. Typically the strength (ie. how much reflection is present) is controlled by a grayscale texture. White = pure reflection, black = no reflection. In CK/NfSkope, it's called the environment mask texture. As far as UV mapping goes, I answered some questions in this thread:http://forums.nexusmods.com/index.php?/topic/995092-any-tips-on-unwrapping/ I also talked a bit about my workflow. It's pretty simple and I hope it answers some of your questions. If you are looking for more specific or tool-related tutorials, Max has a great Help/Reference section within the program itself. Edited May 25, 2013 by Twizzler77 Link to comment Share on other sites More sharing options...
dfac364 Posted May 25, 2013 Author Share Posted May 25, 2013 (edited) thanks man, so are you saying if i use an environment map i dont need a cube map? In the past when ive tried to use both it always made the blade way too shiny even though my normal and environment maps are mostly transparent/dark im just trying to figure out if im using bad cube maps or what. Also thanks for the link, luckily i already got a reference for some tutorials but i have a quick question. Im using a checker pattern to fix distortions but how important is it? specifically my seams arent matching up even though my squares are mostly proportional Specifically is this acceptable/good/poor http://i1161.photobucket.com/albums/q515/Dfac364/Untitled73_zpsc5c2ebe7.jpg Edited May 25, 2013 by dfac364 Link to comment Share on other sites More sharing options...
Twizzler77 Posted May 25, 2013 Share Posted May 25, 2013 (edited) There are a couple of things to keep in mind: - Environment Map/CubemapsEnvironment Map = Answers the question, "How strong do I want my reflection?".This is not limited to black and white, it's actually grayscale image. If you want subtle reflection, use a dark gray, etc.Cubemap = Answers the question, "What do I want reflected?"Normal MapsNormal maps do not directly effect the cubemap in that they do not effect the What or How strong questions. Normal maps answer the question, "What does a light source reveal about this asset?" Is it bumpy or smooth, cracked or solid, etc.?Your normal map should be various colors: reds, purple, greens, blues. However, the alpha channel of the normal is a grayscale image that controls specularity.Normal Map Alpha ChannelThis controls specularity in Skyrim and answers the question of, "Where and how strong are the highlights?" As for the UV map, the seams with checker map are fine. The proportion is the biggest concern. Your UVs look good from here. All you need is a good pack now and should set for texturing. Edited May 25, 2013 by Twizzler77 Link to comment Share on other sites More sharing options...
dfac364 Posted May 25, 2013 Author Share Posted May 25, 2013 Ohh okay i understand now thanks a lot man i really appreciate all your help. Just to be sure though when you say packaging you just mean when i save the rendering as a png or bmp right? Link to comment Share on other sites More sharing options...
Twizzler77 Posted May 25, 2013 Share Posted May 25, 2013 Ohh okay i understand now thanks a lot man i really appreciate all your help. Just to be sure though when you say packaging you just mean when i save the rendering as a png or bmp right? Nope, typically the term pack is used when you take all your unwrapped chunks (typically called islands or shells) and pack them into the 0-1 space. See below: http://imageshack.us/a/img826/7879/uvw01space.jpg You might see them referred to UVW Coordinates because, well, they are coordinates. All your UV islands need to fit within this space for them to render correctly in-game. There are some instances and exceptions here since anything outside of this space tiles, but for standalone assets with discrete UVs, keep them in the 0-1 space. Once you finish packing your UVs, it should look something like this:http://imageshack.us/a/img197/51/uvwexample.jpg It's a bit hard to see, but nothing sits outside of the 0-1 space. Hope this helps! Link to comment Share on other sites More sharing options...
dfac364 Posted May 26, 2013 Author Share Posted May 26, 2013 oh okay yeah i got that thanks a lot man Link to comment Share on other sites More sharing options...
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