3dsmax Rendering Support Topic
- trepdimeflou
- Posts: 727
- Joined: Sat Dec 25, 2004 12:50 pm
-
- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am
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:Are you talking about the H2 Heretic banshee?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?
- DarkShallFall
- Posts: 1992
- Joined: Fri Jan 20, 2006 2:49 pm
- Location: MI, USA
- Contact:
-
- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am
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.
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.
- Trulife8342
- Posts: 2403
- Joined: Sat Sep 03, 2005 7:04 am
- Location: Miami, FL -- Name: Mauro Garcia
- Contact:
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.DarkShallFall wrote:[img]render.jpg[/img]
Not the best pose but I had some fun messing with it for a while.
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.
And here is the outcome. The visor reflects the gun as well as the HDR.
Here is the material tree.
And here is the outcome. The visor reflects the gun as well as the HDR.
- DarkShallFall
- Posts: 1992
- Joined: Fri Jan 20, 2006 2:49 pm
- Location: MI, USA
- Contact:
-
- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am
- Trulife8342
- Posts: 2403
- Joined: Sat Sep 03, 2005 7:04 am
- Location: Miami, FL -- Name: Mauro Garcia
- Contact:
- DarkShallFall
- Posts: 1992
- Joined: Fri Jan 20, 2006 2:49 pm
- Location: MI, USA
- Contact:
- Trulife8342
- Posts: 2403
- Joined: Sat Sep 03, 2005 7:04 am
- Location: Miami, FL -- Name: Mauro Garcia
- Contact:
-
- Posts: 66
- Joined: Sun Feb 11, 2007 9:18 am