I'm Requesting From Mr. Olson or a Wall Worm User...

Started by onur89tr, October 07, 2015, 11:17:54 AM

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onur89tr

Hello all. I'm using Wall Worm normal version. I did a model (shower), but I can't export it as a model, properly. I uploaded it to Yandex with all textures. Can you show me, how to make it a model properly, with a video? If you show it, then I will continue to my models. Thanks in advance.

Uploaded model: https://yadi.sk/d/2CiTbVyijaY5E


kinggambit

First, it's important to install WallWorm correctly: https://www.youtube.com/watch?v=Yn7xiiyPSdU

Here is one of the older tutorials for compiling your first model: https://www.youtube.com/watch?v=TEnYtBr-isg

The UI is going to be a bit different but the process is the same.

onur89tr

Quote from: kinggambit on October 22, 2015, 03:46:05 AM
First, it's important to install WallWorm correctly: https://www.youtube.com/watch?v=Yn7xiiyPSdU

Here is one of the older tutorials for compiling your first model: https://www.youtube.com/watch?v=TEnYtBr-isg

The UI is going to be a bit different but the process is the same.
Thanks but I watched this videos. It's about complex materials (mirror, reflection, opacity etc...) I can make diffuse map, but some maps doesn't work properly.

wallworm

The download link for your image goes to a site all in Russian. Since I don't speak Russian, I can't tell what the page is saying, etc... and I'm leery to just click links on web pages. So if you want me to actually look at it, email me the scene.

There are things you must fundamentally understand about materials and textures:

1) There is no 1:1 relationship between a material in Max and Source. WW simply has some rules about what settings in a Standard Material export as specific settings in Source.
2) There is no 1:1 relationship between textures in Max to Source (unless you have WW Pro). With only a couple exceptions, only BITMAP textures export from Max to Source (unless using WW Pro).

For Opacity to work, you need to pipe the same bitmap file from Diffuse slot into the Opacity slot. To make it easier to see in Max, you should copy the diffuse bitmap node in Slate and for the copy change the node's Mono Channel Output to Alpha and pipe it into the opacity slot.

For reflection, just check the Reflection checkbox in the Material's map list.

To get the reflection to be different based on different parts, you need to create a Specular Level bitmap.

Some of these settings may need the latest version of WW (I believe reflection checkbox was broken until recently).

You also need to realize that it's up to you to actually learn how Source handles different maps in a model's shader. For example, when using the diffuse bitmap alpha for transparency, the black:white is reversed from standard alphas. Also, you need to know that you cannot combine a specular mask with a bumpmap at the same time--you instead need to put the specular mask into the alpha of another map (like in the bumpmap). Etc etc. WW can help you get there, but you have to learn all this yourself to know why you get the results you get.

There is a recent video here on how to get your specular mask into your bumpmap. There is a follow-up video on opacity coming soon too.

https://www.youtube.com/watch?v=FLmGURtJ5G8

onur89tr

Quote from: wallworm on November 22, 2015, 11:50:58 AM
The download link for your image goes to a site all in Russian. Since I don't speak Russian, I can't tell what the page is saying, etc... and I'm leery to just click links on web pages. So if you want me to actually look at it, email me the scene.

There are things you must fundamentally understand about materials and textures:

1) There is no 1:1 relationship between a material in Max and Source. WW simply has some rules about what settings in a Standard Material export as specific settings in Source.
2) There is no 1:1 relationship between textures in Max to Source (unless you have WW Pro). With only a couple exceptions, only BITMAP textures export from Max to Source (unless using WW Pro).

For Opacity to work, you need to pipe the same bitmap file from Diffuse slot into the Opacity slot. To make it easier to see in Max, you should copy the diffuse bitmap node in Slate and for the copy change the node's Mono Channel Output to Alpha and pipe it into the opacity slot.

For reflection, just check the Reflection checkbox in the Material's map list.

To get the reflection to be different based on different parts, you need to create a Specular Level bitmap.

Some of these settings may need the latest version of WW (I believe reflection checkbox was broken until recently).

You also need to realize that it's up to you to actually learn how Source handles different maps in a model's shader. For example, when using the diffuse bitmap alpha for transparency, the black:white is reversed from standard alphas. Also, you need to know that you cannot combine a specular mask with a bumpmap at the same time--you instead need to put the specular mask into the alpha of another map (like in the bumpmap). Etc etc. WW can help you get there, but you have to learn all this yourself to know why you get the results you get.

There is a recent video here on how to get your specular mask into your bumpmap. There is a follow-up video on opacity coming soon too.

https://www.youtube.com/watch?v=FLmGURtJ5G8
Hello mate. Thanks for reply. I changed the link to filedropper.com . (I don't know your e-mail address) If you prepare about "Render to Texture" with "Complete Map, Diffuse Map, Blend Map" and "Reflection, Opacity" materials in a video, we can learn them. I will watch this video now. I want to be modeller like you. :) Thanks again mate.

Scene Download Link: http://www.filedropper.com/1_46

K@rt

With these types of models it can sometimes be worth separating the translucent glass into a completely separate model, or at least separating out the translucent parts to a separate .vmt.

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