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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benman08




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Post by benman08 »

I agree, work on your mix maps. Try and have your detail maps blend in more with your alpha map.
[IRC] Matty





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Post by [IRC] Matty »

Testing my halo 2 meterial its a mix of many peoples and alot of stuff ive edited too:

Single Player:
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Multi-Player:
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UBER HUGE IMAGE of another SP render: Here - 2300x2300
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Post by HK-47 »

uhhh imo the armors way too bright :\.
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Post by Chief Cow »

I think the armor looks good Matty.

Needs some opinions on my material, more shinyness? Maybe too dull?

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V0Lt4Ge




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Post by V0Lt4Ge »

The visor needs to be a tad more orangish IMO.
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Post by HK-47 »

darker too, Oh hey i recognize that Thats what im waiting for ;)!

Many future thanks chief.
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Post by Jordan »

The blue and red aren't that brightly colored.
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Post by Dalek »

started work on a hybrid grunt models going ok for now but im looking for a better rig for the grunt as some of the uvs are really screwed up....
anyone know where i can get a better rig?
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Post by Kirk »

What is the hunter shield doing with a grunt?
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Post by darco9x2 »

Kirk wrote:What is the hunter shield doing with a grunt?
spartan-198 wrote:started work on a hybrid grunt models going ok

maybe rig it yourself?
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Post by Kirk »

A grunt and a jackal, maybe. They're two weak characters. A grunt could not hold a hunter shield. That thing is one heavy ******.
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Post by Dalek »

supergrunt?
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Post by Jordan »

It's really unsmooth. Also, it just looks stupid to have a grunt carry a Hunter shield that's heavier and larger than he is. :?
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Post by Doom »

Well in treps great material tree...

http://trepdimeflou.gfxevolution.com/re ... altree.jpg

There are a few things I am a little iffy on. Does anyone happen to know what a few of the bitmaps are normally called within the Halo 2 map, or atleast how I would create my own?

These are what I am having trouble understanding what they are, am not entierly sure of, or just need some clarfication.
These are all under armour: armor
_diffuse
_multiply
_diffusemap
_alphamask
_alpha
_acbump
_addbump

I am also just going for the campaign look, that means I can basically skip half of the whole tree.


Thanks for any help you can provide!

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Post by darco9x2 »

_diffuse its a name for a shader, but the diffuse map is just a non colored version of the skin as well.
_multiply name for a shader.
_diffusemap name for a shader.
_alphamask its the alpha masked by itself, and the name of a shader.
_alpha the alpha channel from the skin maker he posted a long long time ago.
_acbump the normal map.
_addbump the displacement map. however i dunno how to get the displacement map.

if you look to the right of the shader names, such as _acbump it has (MC-Normals.jpg)
MC-Normals is the bitmap, the _acbump is the shaders name.
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Post by Chief Cow »

The only reason why the material tree is so big is because he has all the mc colors mixes he wants listed in a composite material.
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trepdimeflou




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Post by trepdimeflou »

Also keep in mind that that is a very old material; it will look decent, but not exactly ingame =p
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Post by Doom »

trepdimeflou wrote:Also keep in mind that that is a very old material; it will look decent, but not exactly ingame =p
Yeah I saw that post on yayap, Have you updated it at all or released a newer set? I would like to get my chief ingame looking and this tree is the only thing that I have been told that gets it good ingame looking. If I even have to make the files myself to get the ingame chief I wont mind, I just need to know what they are =P.

Also when you say this darco
_multiply name for a shader.
_diffusemap name for a shader.


are you saying that it is only a name for orginization? Or is it a file, I am not sure what the files _multiply would represent.

Thanks for the help.

-Doom
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trepdimeflou




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Post by trepdimeflou »

Things with "_" before them are just the names. for instance, i named the diffuse map "_diffusemap" so I could see it as what it was in the material tree.

_multiply = a RGB Multiply map type.
_diffusemap = the RGB channel of masterchief.dds.
_diffuse = the starting map for the diffuse channel, a composite.
_alphamask = the alpha map masked by itself. mask map type.
_alpha = the alpha channel of masterchief.dds.
_acbump = active camo normal map.
_addbump = "additional bump" ; this is a displacement map.
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Post by darco9x2 »

where does the displacement map come from? jean told me they are black and white images, so is that the non active camo bump map?
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