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.
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trepdimeflou




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Post by trepdimeflou »

benman08 wrote:I think my ingame skin may be done soon:)
I don't. you need the right specular color map from the game, a fixed specular map and diffuse map, and a fixed reflection amount map. You're far from being finished.
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saddamsdevil





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Post by saddamsdevil »

I think I'm getting the hang of it:
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Post by SnaFuBAR »

now that is hillarious.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
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Post by saddamsdevil »

BETTER ONE, sorry for the caps.
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Post by Vinx »

k ima do this before veegie gets to it. your light source is all messed up. it looks like it should be coming from tthose big balls of what looks like an explosion, but when you look at where the light is on the ships, its coming from infront of the master chief. that makes it inaccurate.
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Post by Halo 2 Rules!! »

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thought id show this off. No scene yet, but im working on one (secret)
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Post by GametagAeonFlux »

Looking goooood Jean.
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neodos
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Post by neodos »

I love your material Halo 2 Rules!!
Specially the bullet impacts :shock:
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Veegie[Temp]




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Post by Veegie[Temp] »

I think your next step should be to clean up that diffuse map. Or rather the CC.

The areas that are circled, with no text next to them are the victims of a low res diffuse colour bleeding.
The areas with text next to them is well, read the text :p

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Post by Jordan »

wow incredible render, but veegie's right about the diffuse errors. still amazing
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Veegie[Temp]




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Post by Veegie[Temp] »

25.707mm lens used.

Pre-Final

Final
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Post by HK-47 »

...whats the difference Veegie? and that render with a grunt hangin on?! AWESOME! RISE OF THE GRUNTS! its comeing...xD.
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Thanks LT.
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Post by Tural »

Dire Hunter wrote:and that render with a grunt hangin on?! AWESOME! RISE OF THE GRUNTS! its comeing...xD.
There's multiple points where the Grunt clearly intersects the Chief.
The lighting is off.
The materials on Chief, the Grunt, and Capital Ships could all be improved.
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neodos
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Post by neodos »

Nice render veegie :D

I think there's too much bump on the ground but why not?

And the ceiling is dark.
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trepdimeflou




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Post by trepdimeflou »

there is no bump on the ground; it is VRDM, a method of generating displacement at rendertime through the Vray Rendering Engine.
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neodos
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Post by neodos »

trepdimeflou wrote:there is no bump on the ground; it is VRDM, a method of generating displacement at rendertime through the Vray Rendering Engine.
:) interesting

Why didn't he used the bump map?

If you cant extract the bumps maps use Dark Matter to extract bumps maps and apply as a bitmap on the "bump"case on 3ds
Not as normal bump doesn't work correctly :wink:
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Post by Halo 2 Rules!! »

yeah, but VRDM is much better, as its actual geometry, instead of a flat surface ;)
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neodos
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Post by neodos »

ok thanks.
For my next render i will use VRDM :)

I am currently importing and texturing some models to make new scenes.
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Post by rossgemuend »

if only i had vray...

so i just installed finalrender, and i'm pretty happy with the results (consifering that i've been using the default scanline renderer). I'm still tweaking it to make it quicker, but the reason i chose to use it in the first place is because it is supposed to have excellent memory management traits. On my render farm, some of the servers (backburner clients are called servers) only have 512 MB of ram and the scene i'm rendering has around 1200 ships in it. the default scanline renderer gives me the "out of memory" error, but finalrender just keeps on chuggin. It works with backburner too, which is what i need most. I was wondering what your opinions of finalrender are.
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GametagAeonFlux




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Post by GametagAeonFlux »

You know, there's better ways of rendering that many objects than actually making 1200....
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