3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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Keablr





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Post by Keablr »

DEE, you shouldn't use cubemaps. They are not really appealing. Especially since it is the Halo 2 one. Brighten up the shader. And it seems that your normal map, is flipped wrong at some parts. Look at the handplates, and the forearm. And if you can, can you make your next render higher resolution.
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Post by DEEhunter »

Didn't use cube maps. Used a HDRI image that I use for chrome like materials.
Also is this energy sword blade accurate?
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Post by Tural »

DEEhunter wrote:Didn't use cube maps.
The visor is a cubemap, and it is directly from Halo 2. It is masterchief_visor. You used a cubemap.
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Post by DEEhunter »

The visor is a cube map. But he was talking about the armor. I focused more on the armors specular in the material.
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Post by Tural »

He never said he was talking about the armor, anywhere. Considering the visor cubemap is from Halo 2, there is substantially more evidence to suggest he was talking about the visor than the armor. And furthermore considering there is virtually no visible reflection on the armor, at all, there is another key point against your claim about what he referred to. All evidence at your disposal points to him talking about the visor and that cubemap.
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Post by Keablr »

Yeah, DEE, sorry that was I wasn't clear. I did mean the visor had a cubemap.
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Post by DEEhunter »

How would I add more glossiness to my material so it looks a bit more shiny on the edges?
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Post by trepdimeflou »

Increase specular, glossiness, if you're using max.
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Post by CDK908 »

sky effects and such.

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Post by tsgfilmwerks »

How about this for an energy sword mesh?

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Post by DEEhunter »

The blade should be slightly more inside the handle. Also is that for CG or for halo?
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Post by Philly »

tsgfilmwerks wrote:How about this for an energy sword mesh?

[img]image%20of%20energy%20sword[/img]
I think it's great. The blade should be a little longer, in my opinion (stretched out) and what DEEhunter said.
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Post by Jordan »

In proportion to the handle, that looks like an energy knife.
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Post by tsgfilmwerks »

Actually, its at an odd camera angle, making it look a little shorter than it was. And it is for CG (it's still the same H2 model, I just sharpened the edges & applied a catmull-clark smoothing effect to the mesh for close-up shots).

Although, I can't for the life of me figure out how the blade's shading system (or any plasma masking shading system from H2) works.

Here's the view from the top:


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Post by DEEhunter »

If its supposed to be a halo 3 sword then it needs more spike on the edges.
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Post by tsgfilmwerks »

What do you mean by "spike"?
DEEhunter wrote:If its supposed to be a halo 3 sword then it needs more spike on the edges.
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Post by Philly »

DEEhunter wrote:If its supposed to be a halo 3 sword then it needs more spike on the edges.
Maybe it isn't? I actually prefer it the way it is. :)
For anybody still wondering where FTD has gone, here it is.
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Post by DEEhunter »

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The spikes on the handle guard.
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Post by tsgfilmwerks »

Ah, I see. Though I must confess I liked Halo 2's energy sword design much more than Halo 3's (I could just stare at Halo 2's for hours). Not to mention, the original blade mesh I used had enough vertices around the hilt that to make it look like Halo 3's, I would have to actually modify the mesh itself.
DEEhunter wrote:Image
The spikes on the handle guard.
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Post by Jordan »

Oh, so the blade is the right length. In that case, all I'd say is:
DEEhunter wrote:The blade should be slightly more inside the handle.
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