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November 21, 2008
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:iconere4s3r:
. Chainmail Shader Tutorial with Textures .
.This is a Semi Tutorial Semi Ressource Up.
.Download is likely required.

Included are lossless Chainmail Textures in tga format (Color, Bump and Normal Map), and the Tutorial you can see as a Preview (not sure what size that preview is, so a download my be required) for making from these textures a basic shader that is identical in style to the steel shader before (since chainmail is steel armor the same shader fits it) and since i used this for my knight, you may want to check my steel shader tutorial too ,p

The Download is a rar and 2mb. Winrar Required

Textures are created by me, and free to use for ANYTHING, including commercial or game use or whatever.

There is a SLIGHT normal map tiling anomaly, something that is seriously a pain to fix, unless you are fancying editing all the color channels of the normal map - BY HAND .. good luck doing that without breaking it even more ,p
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:iconkrodil:
*Krodil Jan 9, 2009  Professional Digital Artist
these shader tuts are good, make more! :)
How the heck did this dude make that [link]
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:iconere4s3r:
With shaders using falloff directions i guess, you can not only fuse 2 textures but also make directional fusing (so that the shader only fuses in certain directions for example)

Also he used realflow, a 2500$ + plugin for the effect.. aside that, painting splines on mesh is easy enough, the only thing thats interesting is the precedual shader. You can layer several shaders atop each other in c4d (using alpha and putting several textures on one object) That way you can create very drastic bump differences completely procedual, without having to modify your "base" shader that much, you could even assign "fresnel" to alpha and have a interesting effect alone from that, or normal depending gradients etc...

Certainly i could try how that shader works in c4d , but not before im healthy again ;)

You might wanna google c4d scripts/plugins , theres coffee plugins that do pretty much everything you want, including painting splines "on a mesh" Its possible to do this by hand btw.
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:iconkrodil:
*Krodil Jan 9, 2009  Professional Digital Artist
hehe did u get a writing cramp? :) Thats some note.
Thnx for ur reply. U should do a tut on it, im totally lost on it. :)
How would u paint splines on mesh?

Hope u find a cure and get back working 3d :)
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:iconmaster3d:
~master3d Nov 22, 2008   Digital Artist
jup, gonna try this one too;)
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:iconjaryth000:
Damnit! you did use transparency! For all intensive purposes... Normal=Transparency -_-

I KNEW IT! lol, but still damn good tut again.

But you see, the thing I want to know more of, is how to make the Bump/Normal maps... I've tried, but usually end up making something that works like crap.

Also, I like the Grey aswell.
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:iconere4s3r:
;p Now Now, Normal maps are just fancy Bump Maps.. hehe ;p

If you wonder how i made the Normal Map, check the Bump ;p

Get Nvidia Normal Plugin for Photoshop (or whatever its called)

And run it with the bump loaded, set depth to -10 or +10 depending on what you want, and press preview. Thats the fastest way to get normal maps. The Bump and Normal Map are quick versions.

For what i did here, namely tileable texture, i couldnt really render the normal map in c4d sadly, well i could.. but it would create even worse gaps

Anyway, the Normal Map i made for this is not a "proper" normal map at all, for that, i don't know how to render it to get it right with tiles
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:iconere4s3r:
Guess i should say, the Bump is a merge of Rendered Normals converted to BW-Height, Ambient Occlusion layer and a simple White/Black Mask. Then to improve the bumpyness i merged the color map after some contrast edit together with multiplay and thats that.. then saved as bump, applied Normal Map Plugin , and saved as Normal

Creating the Bump is very simple, the most important thing, is that your bump matches the color and normal map. ;p
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:iconarttomic:
*Arttomic Nov 21, 2008  Hobbyist General Artist
pretty dam good for a first try at seem less tiling, sure a hell of a lot better then I could manage
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:iconere4s3r:
Now now, im sure if you were really trying it would turn out just as well, its just that, even with a lot of trickery, computing the normal map seamless , that is, across frame-borders, doesnt seem to work right, maybe i overlooked a setting or something ;p

What i did here is just some donuts with a certain arrangement ;p

But thankfully, this replaces my current non-free chainmail texture with my own, and my own does look alot more like a real chainmail imo
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:iconarttomic:
*Arttomic Nov 21, 2008  Hobbyist General Artist
I've had limited luck with seamless tiling, partly due to the fact that the whole normals mapping, defuse, spec, etc is still some what confusing for me, and more so trying to figure out how to connect everything together to make it work
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