Render Gallery Submission Thread (Updated 8-13) 56k warning

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





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Post by UnlockedTitan »

looks like your bump maps for the hog are messed up (too pixilated), did your Photoshop dds plugin get corrupt?
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Veegie[Temp]




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Post by Veegie[Temp] »

Was going for my own look, just a personal liking. NOT ingame.

This is an experment with spec level maps.
Tell me which one you prefer, the #.(wait a few seconds for the .gif to load)
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Last edited by Veegie[Temp] on Thu Jan 12, 2006 9:13 pm, edited 1 time in total.
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SnaFuBAR





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Post by SnaFuBAR »

ah, i like the brighter one. having photography experience for 15 years now, i can say that the darker one shows less detail and in black and white photo would be slightly dark.

i would suggest you go with the brighter specular map. the brightest is too bright and begins to wash out the armor's bone lines. 2 brightest is quite nice.
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Post by [gx]shadow »

Number 2 looks fantastic.
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TuCKeR(rvb)





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Post by TuCKeR(rvb) »

Number 2 or 3
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V0Lt4Ge




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Post by V0Lt4Ge »

i like the 1st and 3rd, the 2nd is too dark.
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Veegie[Temp]




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Post by Veegie[Temp] »

2 it is. I'm going to bed, but here are a few pictures showing off a bunch of material experiments.

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Also, I <3 DirectX
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Halo 2 Rules!!




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Post by Halo 2 Rules!! »

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more material testing. The caustics from a projector map didnt turn out like id hoped, but oh well. Like veegie, this material is what i like. If you don't like it, that is your opinion, and i will respect that.
rossgemuend





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Post by rossgemuend »

i really like your new material veegie, number 2 was a good chioce. I believe that a custom look is much more interesting and has much more potential than the in-game look.

and what renderer was that last one done with jean?
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Veegie[Temp]




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Post by Veegie[Temp] »

Vray.
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trepdimeflou




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Post by trepdimeflou »

except that Jean doesnt use vray anymore -_-
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Post by rossgemuend »

that's why i was asking
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Post by Xeph0n »

Im willing to bet its Final Render, thats what i use, and its awesome.
It has a few excellent pre-built shaders, and the fr-advanced material is incredibly flexible.
better not be maxwell.....
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Snave




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Post by Snave »

Veegie, #1 CC brings out the bump map more.
rossgemuend





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Post by rossgemuend »

weird angle...
and a little to much of the specular bloom (still experimenting)

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Last edited by rossgemuend on Fri Jan 13, 2006 9:51 am, edited 1 time in total.
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Halo 2 Rules!!




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Post by Halo 2 Rules!! »

Veegie wrote:Vray.
wrongo. that render i posted was done in the DefaultScanlineRenderer
no fancy effects applied, just straight out Standard materials
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Post by GametagAeonFlux »

Jean, I think you might be going a little crazy with the battle scars, but still a cool material.

And Veegie...in this picture...is that like...a standard viewport being rendered in real time while you're working on it? Mind sharing how you did it?
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trepdimeflou




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Post by trepdimeflou »

its in the max reference files, if you have them. just look up realtime shaders, i think.

finalrender is my preferred renderer, but for some reason it refuses to render my masterchief correctly, so i have to use the scalnine for him.
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Post by GametagAeonFlux »

Ok, cool, I'll look that up.

And ross, your MC's right *our left* shoulder looks messed up.
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Veegie[Temp]




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Post by Veegie[Temp] »

Sorry Jean, the bump/normal mapping on the armor looked to be not only edited normals but polygonal geometry.
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