3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Halo 2 Rules!!




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Post by Halo 2 Rules!! »

I'd advise turning on shadows for that light of yours ;)
flyinrooster




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Post by flyinrooster »

Yeah, I was using Photometric lighting (the IES Sun). Maybe I should add in two Area Omnis where the two suns are located and turn off their lights but leave on shadows... that might work. Thanks Jean.
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Sarb




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Post by Sarb »

Here is my hog, thanks Darco for all the help :D
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Last edited by Sarb on Sat Oct 14, 2006 6:02 pm, edited 1 time in total.
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Jordan





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Post by Jordan »

Could use a little more detail, and the bump is wiggity wack.

PS: His name is Darco. =P
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Sarb




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Post by Sarb »

Well here is another one, ignore the MC:
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I still have to add lighting.
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Kirk




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Post by Kirk »

The wheels need work. I'm not going to pretend I know stuff about 3dsMax or really any modeling at all, so I'm going to leave it at that. They need work, you can easily see the low-poly-ness of them, and they don't look correct at all. I'll leave it at that.
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darco9x2





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Post by darco9x2 »

Kirk didnt you used to render? add smoothing and possibly the detail map that goes with the tires, cant really tell if its there or not. looks good though.
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Veegie[Temp]




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Post by Veegie[Temp] »

Those wheels look really bad, and plastic at that.
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Thrasher Alpha





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Post by Thrasher Alpha »

How do I make 3d rendors?
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Post by darco9x2 »

with 3d studio max.
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Thrasher Alpha





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Post by Thrasher Alpha »

Thanks, dwnload?
edit-nvm
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Chief Cow





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Post by Chief Cow »

Well, I finaly figured out why my shadows appear boxy when using the mental render such as in this scene:
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(You can see the boxyness on the side of the ghost)

It's caused when objects in the scene are bigger than can be see in normal max grid units...objects like the Halo sky and ring. Whenever those objects are hidden or deleted, the shadows return to normal, and no the light is not behind the objects, it starts well infront of any sky-related objects.

My problem now is how to handle this...how can I make a sky/ring that is small enough but yet doesn't seem like it moves around in perspective when the camera moves. Should I resize the sky down to a decent size (which might cause movement as I said before) or should I seek a new method of making a sky instead of using the original Halo models.

Any ideas welcome, just don't tell me not to use mental ray, that isn't an option at this point
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Post by Doom »

I have a question =P, If I have a object as a editable mesh and I need to add a poly to it that goes all the way around the object, how do I rotate while creating a poly? It always clicks off making a poly when I try to rotate =\. I assume I am doing something wrong...

Thanks
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Veegie[Temp]




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Post by Veegie[Temp] »

Alt + MMB
That is going to have to be one very large, single polygon to completely surround your object. I hope your object you hope to encase is less than 1 dimension, otherwise you won't be having too much luck.
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Post by Doom »

Thats what I have tried to do, but whenver I do that its basically stops creating a polygon. It unselcets the create tab... I dunno how to stop it from doing that. Is there a certain setting I have to have? Also this is for attaching a base to my bsp for a halo ce map =P.

-Doom
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Trulife8342




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Post by Trulife8342 »

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just some random street car parts (those tubes are neon lights btw)
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Veegie[Temp]




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Post by Veegie[Temp] »

Outrageously shiny.
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Post by GametagAeonFlux »

Veegie wrote:Outrageously shiny.
That they are. Cool I suppose.
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Trulife8342




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Post by Trulife8342 »

yeah its the first scene I ever implemented a ground and a sky light and I think it came out beautifully, and im making other car parts now (bumper and such but those are for special use)
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benman08




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Post by benman08 »

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Ive been working on this for the past couple of days. I like my results. I am still working on some of the body, tires, and all of the interior. I was debating if i should scrap the interior and put an all leather interior.
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