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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Tural




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Post by Tural »

GametagAeonFlux wrote:By "clean" I meant it doesn't look battle scarred, a la Chief/Spartan from Halo 3.
The Spartan in Halo 3 multiplayer lacks battle scarring. I think the issue you're trying to get at is the lack of detail maps.
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Post by Keablr »

GametagAeonFlux wrote:By "clean" I meant it doesn't look battle scarred, a la Chief/Spartan from Halo 3.
Oh, well I got the normal map with the "battle scar" just like it without it. But if you like I can render up a new one with the "battle scar" if you would like???

To Tural: I agree I do need some more detail maps. But I am trying to finish my diffuse and normal map before so I don't need to worry about it afterwards. If you know what I mean.
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Post by Tural »

When you reference finishing them, are you making/modifying the textures, or just the material setup?
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Post by Keablr »

Well what I mean by that is sort of recreating/modifying them because I am enlarging the diffuse from its original 512x512 to 4096x4096. Then after that I am making the normal map from my diffuse.
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Post by Tural »

It is to my knowledge that retail bitmaps are 1024x1024. :3
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Post by Keablr »

Well no matter to me. The way I see it the bigger the better. If I have a bigger diffuse and I put a new detail it would be much clearer on a diffuse that is 4096x4096 then it would be on a 1024x1024. That is what I am trying to get at.
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Post by Veegie »

Keablr wrote:Well no matter to me. The way I see it the bigger the better. If I have a bigger diffuse and I put a new detail it would be much clearer on a diffuse that is 4096x4096 then it would be on a 1024x1024. That is what I am trying to get at.
You realize that Unreal Tournament III barely utilizes that texture resolution on their most detailed bipeds and vehicles, right?...
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Post by Tural »

Using a large texture resolution is a waste of resources unless you plan to do some incredibly detailed, large, close, realistic renders. History of Halo rendering stands to counter the possibility of that. To achieve the best detail, one would have to go further than just increased texture size which won't end up being utilized properly in the long run.
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Post by Keablr »

Tural wrote:Using a large texture resolution is a waste of resources unless you plan to do some incredibly detailed, large, close, realistic renders. History of Halo rendering stands to counter the possibility of that. To achieve the best detail, one would have to go further than just increased texture size which won't end up being utilized properly in the long run.
Well it would be useless for through your point of view. I want to have more of a realistic render without having to make a whole new model.
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Post by Tural »

Realism can be achieved with less effort and more efficient methods in shaders. At best, your optimal texture size would be 2048. There isn't going to be a dramatic quality difference in your renders once you're getting past there.
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Post by Keablr »

Yeah I kind of figured that but wasn't really sure, but since you have told me that, I can make my normal map at 2048x2048. Thanks for tip.
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Post by Veegie »

Keablr wrote:Yeah I kind of figured that but wasn't really sure, but since you have told me that, I can make my normal map at 2048x2048. Thanks for tip.
That resolution is not necessary.
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Post by Keablr »

Veegie wrote:
Keablr wrote:Yeah I kind of figured that but wasn't really sure, but since you have told me that, I can make my normal map at 2048x2048. Thanks for tip.
That resolution is not necessary.
I would have to say it did make a difference I made the normal map that I got so far at 2048x2048 and it looks a lot better than it does if it were at 1024x1024. The 2048 came out much clearer.
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Post by jon(os) »

How would I go about fixing his stomach?
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Post by Darco »

Fix the uv's.
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Post by Keablr »

The stomach is not the only thing that needs work though. But yeah what Darco said
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Post by Tural »

The normal map is inverted on one side..
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Post by jon(os) »

Thanks Tural (that worked) i'll post update in a while.
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Post by DEEhunter »

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Does this render look good or does it have too much refraction?
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Post by Xiion »

it looks nice, but it needs more.... shine to it ;)
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