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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DEEhunter





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Post by DEEhunter »

tsgfilmwerks wrote: If you're using IKs, I think that the end of the sniper rifle is normally rested a little below the front of the right shoulder. If you could put some kind of marker (sorry about my vagueness on this subject) near this part of his shoulder, then have the rifle's end be IK'ed (or whatever the term is, sorry) to that point, it might seem more realistic.
How can there be IKs on the back of the sniper? All I need to to is have the IK node be were the handle an and front area of the gun then move the fingers around to make it look like hes holding it. The IK solvers make the rest of the arm joints look natural.
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Post by tsgfilmwerks »

You would have a completely rigid bone that would tell the IK system to include the sniper rifle's position in regards to the shoulder. Don't actually let the new bone be linked to any actual mesh, just the IK system.
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Post by DEEhunter »

The sniper doesnt have a bone. The IK is for the legs, arms, and spine.

Don't upload images to HM.
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Post by Jordan »

If he's supposed to be looking through the scope, shouldn't his head be positioned as if he was looking through the scope?
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Post by DarkShallFall »

Jordan wrote:If he's supposed to be looking through the scope, shouldn't his head be positioned as if he was looking through the scope?
The sniper has a large screen so that the user can look into the scope at a good distance.
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Post by DEEhunter »

Tried it. Mind the line. Had to stop it early to model something.

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Post by tsgfilmwerks »

DEEhunter wrote:The sniper doesnt have a bone. The IK is for the legs, arms, and spine.

Don't upload images to HM.
I'm saying that you add it manually for realism. And you could add one for the rifle as a whole, so that it would be aligned to whatever target you want.

And what was with the "don't upload images to HM"?
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Post by DEEhunter »

I added the picture as an attachment.
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Post by ScottyGEE »

It speaks for itself.....

As for the pose, its getting better...But when I look at it, I just think of how the recoil of the shot will send the gun ramming into his arm :P
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Post by Pyroman »

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Still making progress on the visor...
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Post by Andrew_b »

Visor is too bright. There isn't much light in the scene (looking at armor), so the visor doesn't need to be as bright as it currently is.

Hope that made sense...
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Post by DEEhunter »

Dont use GI. Use photometric lights.
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Post by tsgfilmwerks »

I'm not too familiar with 3ds Max, but couldn't you apply some kind of smoothing... subdivision... thing... around the joints, so that his knees look less sharp & geometricish?
DEEhunter wrote:Tried it. Mind the line. Had to stop it early to model something.

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Post by Trulife8342 »

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Werd.
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Post by DEEhunter »

Needs epic city scape background.
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Post by Veegie »

Rubber is awfully dark.
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Post by Trulife8342 »

Any suggestions how to fix that VG?
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Post by guysullavin »

ok, for the recon helmet the light in the visor has too much lack in detail, i know that since its far away your supposed to ease up on that, but its bugging me.
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Post by DEEhunter »

The placement of the normal spartan's hand needs to have more on a grip on his thigh.
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Post by Tural »

guysullavin wrote:i know that since its far away your supposed to ease up on that, but its bugging me.
There would be no reason to "ease up" on detail in that situation, and one certainly isn't "supposed to" do that.
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