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eRe4s3r — Chainmail Shader and Textures

Published: 2008-11-22 05:57:15 +0000 UTC; Views: 9228; Favourites: 38; Downloads: 693
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Description . 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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Comments: 18

Krodil [2009-01-09 11:23:03 +0000 UTC]

these shader tuts are good, make more!
How the heck did this dude make that [link]

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eRe4s3r In reply to Krodil [2009-01-09 13:45:01 +0000 UTC]

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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Krodil In reply to eRe4s3r [2009-01-09 14:04:16 +0000 UTC]

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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master3d [2008-11-22 10:40:22 +0000 UTC]

jup, gonna try this one too

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jaryth000 [2008-11-22 07:01:38 +0000 UTC]

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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eRe4s3r In reply to jaryth000 [2008-11-22 07:11:04 +0000 UTC]

Now Now, Normal maps are just fancy Bump Maps.. hehe

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

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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eRe4s3r In reply to eRe4s3r [2008-11-22 07:13:59 +0000 UTC]

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.

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SiteLine6 [2008-11-22 06:17:13 +0000 UTC]

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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eRe4s3r In reply to SiteLine6 [2008-11-22 06:21:07 +0000 UTC]

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

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

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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SiteLine6 In reply to eRe4s3r [2008-11-22 06:27:30 +0000 UTC]

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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eRe4s3r In reply to SiteLine6 [2008-11-22 06:42:34 +0000 UTC]



Well i had equally limited success with doing textures (aka, painting them) myself, least alone making them seamless

I actually modelled the chainmail texture in c4d (part of it) completely flat and as uniform as possible, then i rendered normal map , depth/diffuse and color and did some photochopping (quite literally)

It was a pain to allign the texture to end up tileable, for some reason there IS a tiling artifact, but if there is, i can not see it in photoshop..

That means its in the Normal map, and i cant edit those very well now can i.. Still its not a real showstopper, for my chainshirt this texture works very well, and from 1m or beyond and with proper AA this tiling artifact is close to invisible

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SiteLine6 In reply to eRe4s3r [2008-11-22 15:53:21 +0000 UTC]

sure your not going to notice it unless you do a super close up render of the links! And Ya I took a look at the normal map you posted, all I can figure is it's getting cross over of two hues in the same color space in either the depth cords or the U or V .. and then again I could be totally wrong about all of it? But either way it's minor..and I've seen that even the pros run into little spots that they just can fix more matter what and the only way around it is.. The Shop or AfterEffects or similar program

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eRe4s3r In reply to SiteLine6 [2008-11-22 16:14:35 +0000 UTC]

Actually, i could have modelled the "squeeze" of the rings as well, eh.. i mean the thing where the ring is hammered together to another ring. That would have been no big thing. But you have to ask yourself, how much effort do you want to put into something.

Answer here, not much, making it tileable was allready enough, not to mention making a proper normal map

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SiteLine6 In reply to eRe4s3r [2008-11-22 16:31:47 +0000 UTC]

Indeed, I think I just pulled off a pointless amount of detail in the latest I'm working on, your never going to see 70% of it, but in the same light light it's good practice for the times when you really need super detail because it's going to be seen close up

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eRe4s3r In reply to SiteLine6 [2008-11-22 16:56:01 +0000 UTC]

But then, you could allways use a displacement map, even procedual, these do great awesome effects..

Well yeah, my problem is i can't render when im asleep, my electricity bill would kill me for one, so i allways try to make fast renderings, 2 hours is my limit

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SiteLine6 In reply to eRe4s3r [2008-11-22 17:11:02 +0000 UTC]

one of the reason I do a lot of my work at night is because the electrical rate is lower at night time due to less demand, so it's at a lower rate then during the day! I don't have any other program right now that I can use for 3D .. for the time zbrush is all I have and I just got it less then a month ago. I have the demo of C4D Ver 11 but don't know enough about it to do anything with it and it's going to end in less the 25 days any how.... and I can't get.. "net version" of programs to run on this piece of crap Vista

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eRe4s3r In reply to SiteLine6 [2008-11-22 17:56:23 +0000 UTC]

Here the rate is at all times the same insane height, 21ct per kw/h are not fun

Not to mention that with 4800kw/h a year as single household i allready am scratching the limit (i think 5600 is the max for my tarif)

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SiteLine6 In reply to eRe4s3r [2008-11-22 18:19:09 +0000 UTC]

that sucks.. but here it's the more you use the more you pay, and if you use it during the day you pay a higher price then when you use at night. If you use less then "X" anmount with in a certain time frame then you may even get a rebate to some extent.

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