3dsmax Rendering Support Topic
- kornkidcrazy
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Alrighty, I understand how the spartan's materials should look on him now. My only problem is after im done smoothing him and giving him his materials, how do I "rig" him? I made a biped and place all the parts where they need to go, but now I am lost. How can I make it so I can move his limbs and such?

- FleetAdmiralBacon
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Ok, I still don't know how to add detail maps or cube maps, and my shadows aren't working too well, I can't get them to be soft. When I set it up like I was told by other people, my max freezes because my card sucks.

I did make a few improvements, but only where I could.
I've looked for tutorials on detail maps and I can't really find any. I'll go search google for one again...

I did make a few improvements, but only where I could.
I've looked for tutorials on detail maps and I can't really find any. I'll go search google for one again...

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That would be a mask (a mask is just a grayscale bitmaps used to seperate certain conditions easliy like tranparency [alphas] or in this case, details) used to seperate the detail maps. The white areas=detail maps applied, the black is just the opposite. So what I eneded up doing with that Halo 1 Masterchief was to make 2 masks, one having the armor parts as white and the other to have the rubber areas as white in paintshop. Then in the diffuse map in 3ds, you add a RGB multiply with your masterchief texture in slot 1. In slot 2, I added a Mix Map with a Mask Map in each mix slot. In the Mask Map, you will put the armor or rubber mask bitmap in to the mask slots and the detail maps in the bitmap slots (tile detail maps as needed).
So um ya, if I missed anything, please correct me and if anyone knows a better way, do share.
So um ya, if I missed anything, please correct me and if anyone knows a better way, do share.
Eat more chicken
you dont need 2 masks, you could just use 1 and have the mask inverted for the opposite.
cubemaps you use reflect/refract in the reflection spot, make sure you mask them off.
http://forums.yayap.com/viewtopic.php?t=1626
theres a small tutorial on masks. as veegie stated, it was a bad example but it gets the point across.
for shadows, you need to use radiosity or at least fake it. that will make them soft.
faking radiosity tutorial
cubemaps you use reflect/refract in the reflection spot, make sure you mask them off.
http://forums.yayap.com/viewtopic.php?t=1626
theres a small tutorial on masks. as veegie stated, it was a bad example but it gets the point across.
for shadows, you need to use radiosity or at least fake it. that will make them soft.
faking radiosity tutorial

I do not mod halo, so please do not send me Instant Messages asking how.
Also, do not send me pm's regarding modding halo.
Here's a little tool I made a while ago for HALO 1 renders. It might come in handy for anyone still working with the HALO 1 models. It is a tool for 3ds max that sorts the UVWs and "preps" the model. It was made in max 6 so some of the prep tools don't work in max 8 ( I dunno about Max 7) besides you don't want to use the scale one in with the max 8 importer.
The main thing is the UVW unscrambler, I have done it on just about every mode and the only wierd thing is on Cortana's teeth and the treads on the tank... I don't know why...
Anyway just unzip the BMPs to the UI/Icons folder and the script to the UI/MacroScripts folder. look in max's help files to put them into a pretty looking toolbar
. There is a Help file for the actual use of the script when you run it under "about".
I hope it helps some of you guys
The main thing is the UVW unscrambler, I have done it on just about every mode and the only wierd thing is on Cortana's teeth and the treads on the tank... I don't know why...
Anyway just unzip the BMPs to the UI/Icons folder and the script to the UI/MacroScripts folder. look in max's help files to put them into a pretty looking toolbar

I hope it helps some of you guys

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