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Jeff Patton
JeffPatton


Location:
Lexington, USA

Language(s):
English

Member Since:
August 2002

Last Updated:
14 November 2009

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460 Comments 46 Pages < 44 43 42 41 40 >
July 16, 2009. 19:48PM
name:
nwiz25
entry: God bless you Jeff for providing us with all this information!! .. many thanks to you!!
July 18, 2009. 14:19PM
name:
JeffPatton
entry: daveb867 - http://forums.cgsociety.org/showthr...p?f=46&t=373024
August 09, 2009. 09:03AM
name:
amidrajabi
entry: http://forums.cgsociety.org/showthread.php?p=6035075#post6035075

here is my last work

please see it in the gallery and say your idea

and write a comment

and choose a rate for it

thank you

A.rajabi
August 11, 2009. 14:06PM
name:
daveb867
entry: jeff thanks for the tutorial, i've seen that before. i think it's great and perfect for what i need to do, however, the reason i think tutorials like this fail for beginners is that they skip over the fundamentals. I can't get past the first step in that tutorial because his geometry is already UVW mapped. And you can bet your bottom dollar it hasn't just simply had a UVW map applied. It's been mapped using unwrap uvw, which is something i have never got my head round or been able to carry out successfully. especially on the object i'm currently trying to texture. i've now decided to texture some suspension forks that have been imported into max using the new connection extension so i'm now dealing with body objects.

so i guess i need to go back a step further

any good suggestions or tuts like that to take me through UVW mapping properly? then i can continue with that link

cheers jeff
September 04, 2009. 12:17PM
name:
JeffPatton
entry: I feel your pain. UVW mapping is one of those things that just seems far more complex than what it should be (IMHO). Sure, it's pretty cut-n-dry for most non-organic objects like walls. And since a lot of 3ds Max objects have the "generate mapping coordinates" option, that & the new spline mapping seems to make uvw mapping a bit easier....but it still seems like a lot of work to unwrap organic objects.

I've purchased UVW specific training DVD's and they helped a little, but I found it hard to follow along because it's such a mind-numbingly boring topic (for me at least). I enjoy the texture painting phase...but man, I sure hope some genius out there can simplify the UVW unwrapping process for people like me that have some kind of mental block when it comes to the process. :/
September 04, 2009. 17:35PM
name:
BrunoCornelsen
entry: Hi! Added you on Facebook. I love your work. Got your tutorial on car rendering at Gnomonology, its great!! If u need a modeler on the future, just contact me! Cheers
September 07, 2009. 03:52AM
name:
gsscott50
entry: Hey Jeff. Thank you for the tip on colour bleed for MR. I have unhidden the hidden shaders but when I load max I now get a missing dll's warning for 4 of the MR promaterials. any idea why this would be? I can see this might be a problem when I put these files on a render farm. Cheers!
September 07, 2009. 03:57AM
name:
gsscott50
entry: Hey Jeff. Thank you for the tip on colour bleed for MR. I have unhidden the hidden shaders but when I load max I now get a missing dll's warning for 4 of the MR promaterials. any idea why this would be? I can see this might be a problem when I put these files on a render farm. Cheers!
September 11, 2009. 06:17AM
name:
whitedemon
entry: Hi jeff , thanx alot for this great blog( my opinion it'ss the most useful place in the world to learn mental ray) ,so i do have a question : In your blog entry (hdr light studio) what was the material you used for the car paint ?
again thanx for your efforts ( i hope my english wasn't so bad)
September 12, 2009. 10:43AM
name:
JeffPatton
entry: gsscott50 - In my blog entry on FG color bleed I discussed unhiding the raytype switcher from the production_max.mi file. The ProMaterials have their own .mi files so they are completely separate entities from what I discussed. As such, I have no idea why unhiding something in the production shaders file would throw up an error on your ProMaterials. I've never encountered that one before.

whitedemon - It was a blend material using two A&D materials. The base A&D material was a glossy metal material while the other is a non-glossy, reflective material to simulate the clear coat.
460 Comments 46 Pages < 44 43 42 41 40 >

 
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