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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GametagAeonFlux




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Post by GametagAeonFlux »

The bump map looks like a crumpled piece of paper, and all your textures are extremely low quality. :?
flyinrooster




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Post by flyinrooster »

I know... I'm gonna have to work on most of it. I mainly need to make some aspects more defined and of course fix the bump map. Only part is, I suck at making custom bump maps =p. Sux2bme.
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Post by darco9x2 »

whats wrong with the camo bump?
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Post by flyinrooster »

I said in my post...if you read it, that my xbox broke and all of this is from halo ce... not halo 2. So I can't get my camo bump :\. Anyway, I figured out how to make a fancy bump, but I'm not sure everyone will like it :p.


[edit] is this a better bump? I think it looks sort of messy and i may have to tone it down a bit but, meh.

http://img246.imageshack.us/img246/305/ ... umpoz5.png

[edit 2]
ok, i toned it down a bit and it looks lots better, but still comment on the one above...no point in keeping it if no one even like the first one :p.
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Post by HK-47 »

Whoa....
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Thanks LT.
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Post by flyinrooster »

One, why was that only one word long? Two, was that a good whoa or a bad one? I remade the bump as 3096 by 3096 so it shows up smaller and again I toned it down a bit so its not the same thing as above.

[edit]
Here is a render of the newer bump(you may not notice a difference, but I have =p). It's a bit close up so it may not have as much effect as if i had done it form farther away.
http://img171.imageshack.us/img171/2530/nextbumpue5.png

[edit 2] Ok, here is one form farther away.
http://img243.imageshack.us/img243/1857 ... mp2vr0.png
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Veegie[Temp]




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Post by Veegie[Temp] »

Ew, I'd worry about the original bump showing through before you make detailed additions.
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Post by flyinrooster »

=p, ok thanks for the advice.

[edit] this any better?
http://img172.imageshack.us/img172/7040 ... terxl8.png
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Veegie[Temp]




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Post by Veegie[Temp] »

No.
Bump maps aren't really meant for that close of rendering.
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Post by flyinrooster »

:\. Can you give me a prolonged explanation of what you would suggest or even do yourslef then?

[edit] btw, the only thing that changed in that pic was that I changed the bump map that defined the gouges and basic figure of the armor.
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Post by darco9x2 »

he means, dont render up close like that if you're using low resolution bump maps.
if you have aim, id be happy to help you out.
Last edited by darco9x2 on Mon Aug 28, 2006 7:12 pm, edited 1 time in total.
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trepdimeflou




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Post by trepdimeflou »

Veegie wrote:No.
Bump maps aren't really meant for that close of rendering.
Yet another ignorant statement.

Adamec Jiri has no idea what he's doing, according to your incorrect assumption.
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Post by darco9x2 »

whenever i see that pic i expect it to start talking.
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Veegie[Temp]




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Post by Veegie[Temp] »

Never, EVER think you have the authority to tell a staff member what to do. This is your one and only warning.
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Post by darco9x2 »

Image

better?
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Veegie[Temp]




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Post by Veegie[Temp] »

TONS BETTER. Now just lower the over all reflection on the chief and title it. Oh, and don't forget the post-production Photoshop touches.
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Post by darco9x2 »

remind me what the post production stuff is? i dont think ive ever used it.
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Veegie[Temp]




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Post by Veegie[Temp] »

Just think about what each word means...
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Post by Tanasoo »

I dunno... I never really liked the over shiny MC materiels. I guess it just doesnt seem right when he is all scratched up, and yet he looks like he gets buffed and polished like a brand new sports car. I do like it on the bike 8) .

And for the record, it doesnt matter how "close" you are rendering, just the resolution of the bump map. It is foolish and just plain wrong to say that bump maps are not for close-ups BUT I do think that those particular bumps are only good for far off. And the bumps in the image trep posted are not normal maps. It would be a waist of time to paint each ore of those details in a normal map or model them to render to normal maps. Unless he was planing on putting it in a real time environment of course... :roll:

Anyway, Here is the point of my post. It is an experiment with a new technique I learned for the nade flame. It was rendered entirely in 3ds max with no post processing and no non standard plug-ins.
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trepdimeflou




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Post by trepdimeflou »

Veegie wrote:It's called Z Brush, making those details is as easy as clicking and dragging.. And, try painting a 4000x4000 bump map on say... the MasterChief, by your logic it would appear absolutely beautiful. Wrong.
Bump maps are only there to create the illusion of geometry that isn't polygonally existent. It's a fake, and illusions only work for so long. Do me a favour, back up your claims and show me an extreme-close up a 4096x4096 hand-painted height map on a box. I'm sure it'll turn out material that rivals Da Vinci.
Height map != Bump map. They are both greyscale, sure, but used for completely different purposes.

Bump maps
are used to add extra detail to a material, to make it appear more realisitic or to increase the depth of the shader through surface effects.

Height maps are used to simulate geometry when it is not possible to implement a model with many subdivisions and a large amount of polys.

Just because they both go in the "Bump Map" slot does not mean they are the same thing.

Oh, wait, didn't your "3d expert" friends know that? :roll:
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