3dsmax Rendering Support Topic
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Bah. I just noticed how simple the tree was, I just wasent thinking straight =P. Must have been from reading The Miracle Worker =]. I think i have it all figured out now.
Thanks
-Doom
Thanks
-Doom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
Thought id ask how i could improve my animation i finally got out of 3ds...
Something i should make him do? tell me, its a simple death spazm though....
http://xtacy.be/mb.avi
HK, I removed the password and username from the login, so noone could use them.
~trep
http://media.putfile.com/Animation-91
Something i should make him do? tell me, its a simple death spazm though....
http://xtacy.be/mb.avi
HK, I removed the password and username from the login, so noone could use them.
~trep
http://media.putfile.com/Animation-91
Last edited by HK-47 on Thu Jun 22, 2006 3:16 pm, edited 2 times in total.

Thanks LT.
- FleetAdmiralBacon
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Here's something I've been working on:
50 frames, unedited, simple animation

Nothing special, no light objects (it makes for a slow render) just an extruded text with a gradient material and the Draco attached to an invisible sphere in the middle that rotates 360 degress over 100 frames (saved every other frame, though)
Any ideas on how to make it better?
50 frames, unedited, simple animation

Nothing special, no light objects (it makes for a slow render) just an extruded text with a gradient material and the Draco attached to an invisible sphere in the middle that rotates 360 degress over 100 frames (saved every other frame, though)
Any ideas on how to make it better?

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Looks pretty good Bacon, Is it for a sig? If that is the case, How big is it?
HK-47,
I like to add about a second of pause at the end so when the player reaches the end it has some time before it resets. Other than that, you may want to rotate one or more of his legs out so they aren't standing straight up. Just lay on the ground and chill like you are about to die and you'll see what I am talking about. You should also rotate his hand around to it is palm down, it is a little bit more natural that way.
HK-47,
I like to add about a second of pause at the end so when the player reaches the end it has some time before it resets. Other than that, you may want to rotate one or more of his legs out so they aren't standing straight up. Just lay on the ground and chill like you are about to die and you'll see what I am talking about. You should also rotate his hand around to it is palm down, it is a little bit more natural that way.
- FleetAdmiralBacon
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- Veegie[Temp]
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The sky is too bright in comparison to the ring.
The sky is wrong in itself.
The chief has no detail maps.
The chief has no cubemaps.
The visor has no cubemaps.
The pose is completely unnatural.
The cliffs smoothing groups are wrong.
The teleporter shader is wrong.
The sniper Rifle has no cubemaps.
The sniper Rifle has no detail maps.
The armour colour is wrong.
The cliff has no detail maps.
The ground has no detail maps.
The text is nearly unreadable.
There are no shadows are to note.
There are no cubemaps on any of the visible base.
There are no detail maps on all visible base.
There is no normal mapping is notable in ANY of the scene..
...you should fix that.
The sky is wrong in itself.
The chief has no detail maps.
The chief has no cubemaps.
The visor has no cubemaps.
The pose is completely unnatural.
The cliffs smoothing groups are wrong.
The teleporter shader is wrong.
The sniper Rifle has no cubemaps.
The sniper Rifle has no detail maps.
The armour colour is wrong.
The cliff has no detail maps.
The ground has no detail maps.
The text is nearly unreadable.
There are no shadows are to note.
There are no cubemaps on any of the visible base.
There are no detail maps on all visible base.
There is no normal mapping is notable in ANY of the scene..
...you should fix that.
- Veegie[Temp]
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- Joined: Thu Jan 29, 2004 11:30 pm
- Location: Logan
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Your tire bumps seem misaligned on the sides, and look wrong overall.
The masterchief seems very dark.
Visor seems faded.
Warthog doesn't appear to have any specular.
Bumps look wrong on the hog.
Tire detail maps seems inaccurate.
Warthog seems faded white.
Does your warthog have any detail map at all?
And the warthog has no cubemap reflections in the game.
Also, it looks like you have the wrong cubemap on the windshield.
The masterchief seems very dark.
Visor seems faded.
Warthog doesn't appear to have any specular.
Bumps look wrong on the hog.
Tire detail maps seems inaccurate.
Warthog seems faded white.
Does your warthog have any detail map at all?
And the warthog has no cubemap reflections in the game.
Also, it looks like you have the wrong cubemap on the windshield.
ill work on it.Veegie wrote:Your tire bumps seem misaligned on the sides, and look wrong overall.
its an older versoin of the skin, but the newer one is in a different scene cuz my material library got erasedThe masterchief seems very dark.
im still working on the visorVisor seems faded.
ill work on the specularWarthog doesn't appear to have any specular.
ill work on the bumpBumps look wrong on the hog.
none on them yetTire detail maps seems inaccurate.
ill fix thatWarthog seems faded white.
no, not yetDoes your warthog have any detail map at all?
it looked really bad wthout themAnd the warthog has no cubemap reflections in the game.
probably do.Also, it looks like you have the wrong cubemap on the windshield.
thanks, ill work on all of that.

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- FleetAdmiralBacon
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Considering I don't know khow to fix any of that, can you maybe tell me how?Veegie wrote:The sky is too bright in comparison to the ring.
The sky is wrong in itself.
The chief has no detail maps.
The chief has no cubemaps.
The visor has no cubemaps.
The pose is completely unnatural.
The cliffs smoothing groups are wrong.
The teleporter shader is wrong.
The sniper Rifle has no cubemaps.
The sniper Rifle has no detail maps.
The armour colour is wrong.
The cliff has no detail maps.
The ground has no detail maps.
The text is nearly unreadable.
There are no shadows are to note.
There are no cubemaps on any of the visible base.
There are no detail maps on all visible base.
There is no normal mapping is notable in ANY of the scene..
...you should fix that.
And why would I put a cube map on the visor if it's using real time reflections?

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- Veegie[Temp]
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