Showing posts with label Texturing. Show all posts
Showing posts with label Texturing. Show all posts

Wednesday, February 25, 2015

Tuesday, February 17, 2015

Adventures in Brushed Metal

We noticed the metal on the mic was being strange - no reflections visible, just looked flat and gray.

After lengthy investigations with no results, I finally found.....that we just needed to make a new environment light.  Bam.  Fixed.

Monday, December 8, 2014

More Texture Adjustments/Issues

12/8
We found out the fingernails have crazy reflections - need to come up with a better long-term solution, but for now I just gave them a diffuse color.
reflecting the notecards


diffuse is too bright without subsurface

  I just darkened the color until there is a better solution....

Cassie has been working hard testing out different lighting
Earlier experiments: The spotlight is in the correct place, but the shadows get a little long and distracting.

Tried moving light to another angle: direction doesn't make sense, the light needs to be more frontal

Same as above.  However the contrast and the background are looking really nice.


11/13
The material in the occlusion pass suddenly started acting weird - now she looks like metal

Also the eyebrow/eyelash textures/geometry keeps detaching/disappearing

Eyebrow textures were an easy fix - still working on the eyelashes - but Cassie got the spotlight looking really nice



11/6/14
The eye is being weird again......I feel like we have fixed the same pieces of geometry over and over and over and it never ends......


Out of ideas...I have deleted and replaced her right eye.  We will see if that solves the problem.

11/2/14
In lighting, Cassie noticed the eyes turning strangely dark.

The eye geometry has 2 clear outer layers to create the refraction needed, so we thought the problem might be the direction the normals were facing (the normals were spontaneously reversing anyway, which was strange).  We tried different combinations and kept getting weird results.


This picture wasn't an error, I just included it because it looks cool


After hours of troubleshooting, I thought to look at the render stats.  It turns out that the settings don't necessarily transfer though referencing, so the layers that were supposed to be transparent were casting/receiving shadows (among other issues), which was causing the darkness.  Problem solved!


THE STAGE:
Trying to add more texture to the floor - it was looking too smooth before.










Friday, September 26, 2014

Texturing problems - solved and unsolved

Textures for the caruncles, tongue, and gums spontaneously reset back to default gray textures.  I have no idea what caused this - so I just made new ones.  Solved!



Gretchen made these beautiful textures....




....but the shoes would turn gray further down in the pipeline.




After digging around, we found the shoe shader network nodes all detached from one another (don't know when that happened) which was why it was turning gray.  I reattached/rebuilt the textures, and that seems to have solved the leather issue.  However, part of the buckle decided to not recognize the metal shader attached to it, and it is turning red.  The problem has still not been solved.




Cassie has been having a nightmare of a time trying to troubleshoot bugs in lighting.
1. There is a mysterious glowing spot that she can't get rid of (in subsurface and the final render:

except when out of nowhere it renders correctly (happens once, never happens again, no explanation)

When she takes measures to try to fix it, it messes up the rendering of the eyes:

Solved! - Cassie: I FIXED IT! Had to make sure the cull backfacing was coming through on subsurface. So I had to do a little file clean up in the passes. There was extra SS passes made back from when the file was first referenced in. Despite them being disabled those passes didn't have cull backfacing checked and were somehow overriding the default. So I just deleted all the passes made and cleaned it up in the files that they were being referenced in. **Edit** Reading more on it I believe cull backfacing should be off, I turned it off and it's rendering fine now too. I think what the issue was too many SS passes were in the file.


2. Also the nose spot, which disappeared with no explanation, is back: