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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trepdimeflou




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Post by trepdimeflou »

Specular color controls specularity just as much as specular level. leave glossiness at 15, set softness to 1.0 (in blinn shader params) and work from there.
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Post by tsgfilmwerks »

Nope, the normal one. If you look, you'll see that the texture isn't purple, and you'll have to apply the color change texture the way you would with spartan & elite permutations. I can do that, but I don't know the exact shades of purple or where to find them.
Jordan wrote:
tsgfilmwerks wrote:I think that Halo uses additive materials for those lights. Also, an "I don't know" would be more helpful than any of the one replies that I've gotten about the banshee color change rgb values. I mean, has no one actually encountered this issue? Has no one noticed this about the Banshee?
Are you talking about the H2 Heretic banshee?
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Post by DarkShallFall »

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Not the best pose but I had some fun messing with it for a while.
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Post by tsgfilmwerks »

Just to illustrate what I'm talking about, here's a few banshees with a purple permutation, no permutation, and a randomly colored permutation.

For the purple one, I used some values I found under the vehi tag, but I'm not entirely sure they're correct.

Understand that this is not high quality, just an example of the permutations and whether I'm anywhere near where I need to be with them. That being said, I would ask that people try and refrain from statements aimed at the specularity or normal values (seeing as I disabled the normal-map for these renders) and whether it is accurate or not.

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Post by Trulife8342 »

DarkShallFall wrote:[img]render.jpg[/img]
Not the best pose but I had some fun messing with it for a while.
Its alright, I don't like the material, I can't tell you what I dont like about it, I just plain don't like it I guess I cant put my finger on it, And add some more lighting in there at least.
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Post by Jordan »

Do you know how to find the color change values for the MC/Elites/Grunts permutations using Entity? Pretty sure it's the same thing.
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Post by Pyroman »

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Thanks to Veegie for the help.

My visor needs a major overhaul. Seriously need some tips...
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Post by Tural »

I too would like to inquire about how to make the visor look good.
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Post by DEEhunter »

Ill give some tips. In the diffuse use the associated permutation bitmap. In the normal maps have the bump level be 2.4. In the specular levels slot have the "Material - Blue" bitmap of your permutation and set specular reflections to 70 instead of 100. In the specular color have a RGB multiply with the "Material - Blue" and a fall off with the values 239,195,119 as the first and 255,232,186 as the second. In the reflection slot I use a raytrace with a HDR set as the environment. If your reflections don't show up right then in the reflection slot use a RGB multiply with the original raytrace and the Material Blue or red bitmap.
Here is the material tree.
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And here is the outcome. The visor reflects the gun as well as the HDR.
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Post by Tural »

I'm not particularly fond of your result.
Needs more trep visor.
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Post by DarkShallFall »

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I did some illuminations. Any suggestions?
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Post by xbox »

Visor needs to be brighter and the lights on the model need to be less opaque. (not sure if that last part is possible I never really got into 3D modeling)
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Post by tsgfilmwerks »

But those are under the BIPD tag, and the banshee isn't.
Jordan wrote:Do you know how to find the color change values for the MC/Elites/Grunts permutations using Entity? Pretty sure it's the same thing.
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Post by Trulife8342 »

Dark give it more reflection on the armor and mess with the fall of colors in the specularity of the visor, Keep the side darker than the front.
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Post by DEEhunter »

I thought white means more specular.
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Post by DarkShallFall »

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Trulife8342




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Post by Trulife8342 »

Nailed it, Now just mess with the detail map to get your rubber out more.
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Post by tsgfilmwerks »

I don't know about anyone else, but I liked the fully reflective visor from the first E3 trailer.

By the way, does anybody have any suggestions about my banshee renders? Am I using the right RGB values? Because I could have sworn that the cab should have been a dark shade of magenta.
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Post by Veegie »

Honestly, you've made endless amounts of posts about three sets of RGB values. Give it a rest...
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Post by Tural »

Add the cubemaps and see if it changes your result.
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