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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Post by OozyGorilla »

Trulife8342 wrote:Nope I do not see any cubemaps.
I thought that was what the Reflect/Refract was.
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Post by DEEhunter »

Are you using the correct specular map?
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Post by tsgfilmwerks »

I'm on mine as well, using entity under parallels, which you can probably get in the same fashion as all of these halo 3 multiplayer beta models: magic.

Besides which, all the RGB values I've seen give shades of blue & purple. The latter makes sense on the banshee, but I should also have found a dark magenta RGB values for the banshee's cab.
Jordan wrote:You're looking for the color change values for a banshee? I'm on my Mac so I can't help you but my guess is that the info is probably in the shad tag.
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Post by OozyGorilla »

Well, I redid the entire carrier and got something "slightly"better.

Image

The problem is, now it seems too strong.
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Post by DEEhunter »

I made a render a while back of the covi cap. Messed up when I made the scratches to great. Dont make the same mistake.
http://deelekgolo.deviantart.com/art/Co ... p-78881817
Also the renders will look better using 2 point lighting.
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Post by Veegie »

Imperfections are not prevalent in Covenant cadres.
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Post by DEEhunter »

Image
Its almost like its ingame. Any fixes needed?
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Post by OozyGorilla »

Image

Whether or not it is correct, I really like it.

I do have a question. I'm trying to get the dots to glow blue but I can only get the squares to turn blue. What would I have to edit to change it? What I have right now, it looks right in the viewport (though it may be that it's dark and just appears right)

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Last edited by OozyGorilla on Fri Aug 15, 2008 5:58 pm, edited 1 time in total.
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Post by DEEhunter »

There should be an opacity map you can use.
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Post by OozyGorilla »

DEEhunter wrote:There should be an opacity map you can use.
For the lights? Is it from the map file?

I made a custom alpha and used it. Turned out pretty well.
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Post by DEEhunter »

There ya go!
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Post by OozyGorilla »

DEEhunter wrote:There ya go!
What about the rest? Good?
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Post by tsgfilmwerks »

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?
OozyGorilla wrote:
DEEhunter wrote:There should be an opacity map you can use.
For the lights? Is it from the map file?

I made a custom alpha and used it. Turned out pretty well.
Image
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Post by DEEhunter »

OozyGorilla wrote:
DEEhunter wrote:There ya go!
What about the rest? Good?
Reflections can use some work.
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Post by Jordan »

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 Pyroman »

Image

Big thanks to Tural and Trulife for everything. <3.


I am not pleased with the visor. Any tips?
Last edited by Pyroman on Fri Aug 15, 2008 9:41 pm, edited 1 time in total.
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Post by DEEhunter »

Use a spec map on the visor.
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Post by CDK908 »

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?
OozyGorilla wrote:
DEEhunter wrote:There should be an opacity map you can use.
For the lights? Is it from the map file?

I made a custom alpha and used it. Turned out pretty well.
Image
opacity for that, just drag your current diffuse into the opacity spot under maps. it should make the black invisible and only the lights show up.
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Post by trepdimeflou »

DEEhunter wrote:Image
Its almost like its ingame. Any fixes needed?
looks decent, but you are tiling the detail map way too much.

specular map is incorrect; try a different approach.

you can use some of my renders for reference. these were made in 3dsmax9:

Image
Image
Image

Use a high ambient light level to make the renders look like ingame, and be sure to create your specular and reflection channels correctly. simplicity brings the best results.

look into guerrilla for h1 for an understanding of how basic halo shaders work, and expand upon that learning to work on halo 2 shaders. once you understand those, research halo 3 beta shaders, apply this knowledge to retail, etc etc.
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Post by DEEhunter »

When I try to use other bitmaps as the spec map then it comes out WAY to glossy.
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