3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Doom




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Post by Doom »

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.

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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?
HK-47





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Post by HK-47 »

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.

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http://media.putfile.com/Animation-91
Last edited by HK-47 on Thu Jun 22, 2006 3:16 pm, edited 2 times in total.
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Thanks LT.
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Post by Chief Cow »

I can't get the link to work, wonder if what trep removed broke it?
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Post by HK-47 »

Damnit hold on...

got it.
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Thanks LT.
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Post by darco9x2 »

materials looks nice, but the animation is kinda choppy.
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Post by HK-47 »

Thank you for actually Helping...

Any thoughts on it? like how i should improve, even animations need that.
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Thanks LT.
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Post by darco9x2 »

the animation should finish not looking like hes floating. it just doenst look very smooth.
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Post by Chief Cow »

I'm no good at animating, but the falling of the body parts just seems to harsh
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

Here's something I've been working on:
50 frames, unedited, simple animation
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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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Post by Tanasoo »

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.
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Post by HK-47 »

Hey thanks! it was a test for a machinma thats on hold but meh...Thanks tana.
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Thanks LT.
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Post by FleetAdmiralBacon »

Any suggestions on what I could do with the MC in this one:
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?
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Post by darco9x2 »

it needs a detail map. and the visor needs something for color, like a cubemap. and if you can use the fp hands instead. that'll look a lot better for the pointing pose.
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Veegie[Temp]




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Post by Veegie[Temp] »

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.
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Post by darco9x2 »

Image

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any suggestions?
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Post by Grr »

glow on the lights?
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Veegie[Temp]




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Post by Veegie[Temp] »

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.
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Post by darco9x2 »

Veegie wrote:Your tire bumps seem misaligned on the sides, and look wrong overall.
ill work on it.
The masterchief seems very dark.
its an older versoin of the skin, but the newer one is in a different scene cuz my material library got erased
Visor seems faded.
im still working on the visor
Warthog doesn't appear to have any specular.
ill work on the specular
Bumps look wrong on the hog.
ill work on the bump
Tire detail maps seems inaccurate.
none on them yet
Warthog seems faded white.
ill fix that
Does your warthog have any detail map at all?
no, not yet
And the warthog has no cubemap reflections in the game.
it looked really bad wthout them
Also, it looks like you have the wrong cubemap on the windshield.
probably do.

thanks, ill work on all of that.
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Post by FleetAdmiralBacon »

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.
Considering I don't know khow to fix any of that, can you maybe tell me how?
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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Post by Veegie[Temp] »

It looks better. Your environment isn't anything special to reflect anyways. Not unless you're comparing to Spark Edit.
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