Halo 2 Rendering

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Dalto11





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Post by Dalto11 »

well Squid I have 2 omni's in the scene, maybe I'll move thme around a little
squid267





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Post by squid267 »

Yeah I used lighting in mine.
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Darco




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Post by Darco »

please fix the lighting, either lower the intensities or move them away from the mc. right now it doesnt look good. and if you are using white lights, dont. use something like a dark blue-gray for one, and like a melon/beige color for the other. Also, more than 2 lights would be good.
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squid267





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Post by squid267 »

Err, Yeah Sure dude. When i get the time.
Jordan





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Post by Jordan »

Did you follow the tutorial? No offense but your MC doesn't look a thing like Darco's outcome. :?
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Darco




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Post by Darco »

I bet if he rendered with no added lights it would look pretty close.
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Bioslayer





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Post by Bioslayer »

I just wanted to say thanks for posting a tut on how to do this it was very helpful :)
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Darco




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Post by Darco »

your bump is backwards.
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Bioslayer





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Post by Bioslayer »

for real :( god how could i miss that ill post another when i fix it lol...thanks
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Darco




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Post by Darco »

did you use entity to extract the bump?
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Bioslayer





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Post by Bioslayer »

Darco wrote:did you use entity to extract the bump?
Yeah i did but i used 1.5. I think i inverted it before I applied the normal map filter to it. This look better ?

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edit

thought this was funny...i made this before i saw your tut
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Darco




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Post by Darco »

http://forums.halomods.com/viewtopic.php?t=56337
use that to get your bump maps. they are the correct ones.
btw, the visor in that last pic looks great.
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Bioslayer





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Post by Bioslayer »

Thanks man i really appreciate it. Hope this does it....also this may sound like a dumb question but how do you get the entire material tree into one pic? I try teh print screen but I get just that the whole screen. Im messing around with 3d renders and whatnot but i just dont know the simple stuff lol :) Well its late so im off to bed...id be glad to post the matrial tree for the visor if i can find out how 8)
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Darco




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Post by Darco »

i just use print screen a bunch of times, and then link it all together in photoshop. one question, are you using the cubemap for the diffuse? if so, it would look better IMO if you just use the regular diffuse and kept the falloff colors to color in the reflection.
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Dalto11





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Post by Dalto11 »

Darco wrote:I bet if he rendered with no added lights it would look pretty close.
me or Squid?
Jordan





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Post by Jordan »

I was talking about Squid.
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Dalto11





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Post by Dalto11 »

oh, lol
squid267





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Post by squid267 »

Oh yeah i kinda Mix and Matched Tuts when i made this Mc, I am going re-make it soon.
Bioslayer





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Post by Bioslayer »

Darco wrote:i just use print screen a bunch of times, and then link it all together in photoshop. one question, are you using the cubemap for the diffuse? if so, it would look better IMO if you just use the regular diffuse and kept the falloff colors to color in the reflection.
I didnt use the cube map for the diffuse I played with the lighting a little so that maybe why it looks that way. Here is what it looks like with no lighting

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and here is my material tree used in the render above
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edit- the self illumination in the visor is not needed it doesnt make any difference. And another note....the specular map and alpha are the same i was just retarted and didnt realize i made it already
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Darco




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Post by Darco »

thats really weird that your material works.. you have the br bump on the mc's visor and partial cubemaps all over the place.
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