How can I Render correctly: The MC's visor and Color

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augie doggy2





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Joined: Sun May 14, 2006 9:19 am

How can I Render correctly: The MC's visor and Color

Post by augie doggy2 »

I've successfulling imported the Halo 2 Master Chief model into 3ds Max, but I can't get a visor. I've followed these tutorials: http://www.halomods.com/forums/viewtopic.php?t=30097 and http://www.halomods.com/forums/viewtopic.php?t=22376. The first one, by Zmann966, had a link to a dds texture that I could use to change the MC's color, but the dl link doesn't work. Also, neither of these tuts go into much detail about the MC's visor. Anyone have any suggestions/could I get the color change dds file in Zmann's tut if you have it?
Reaper Man





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Post by Reaper Man »

theres really good tuts for max users at http://yayap.com/forums/
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[cc]z@nd!




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Post by [cc]z@nd! »

i'm guessing the visor is there in geometry and everything, so just go into wireframe mode (if necessary) and select all the faces that make up the visor. give them their own material in the material editor, or use a multi/sub-object map. the car paint tutorial at 3dkingdom.org will get you started in the right direction for the shiny gold that mc's visor is.

don't bother downloading anything (it's for the render) and the paragraphs that basically tell you what to do are these:
Arney of 3dkingdom.org wrote:Now we are going to manipulate this material to end up looking shiny and red! [open up the material editor and select the material that will be mc's visor] Click the button that says "standard" that is justify next to the "01 - default" box. From this menu select "raytrace" It's going to change your menu on the material editor. In this new menu under the rollout "raytrace basic paremeters" look for the pull down menu and select "phong" if its not already selected. Then go down to Diffuse: and select the empty light grey box next to the color box. In this select "falloff" and take a look at the new menu. In this menu you will see two colors and a bunch of options. Change the top color to a bjustify red [or an mc visor gold] (R: 255 B: 0 G: 0) and the bottom color a white. Under "Falloff Type:" Choose "fresnel" and then were done with this rollout.

Click the "parent" button to return to the main material menu. When you get into the main menu again you will notice there is now a "M" where the blank grey button was. This is telling you that you have assigned a map to the option. What you want to do now is to click on the "M" and drag it to the blank grey box below it [the grey box of the reflection option]. It will ask you if you want it as a reference or as a copy. Choose copy and open up the properties. You will notice it is a exact copy of the "falloff" attributes we just took care of. This time we will change the top color to a dark grey (R: 50 B: 50 G: 50) and leave the bottom color as it is. Thats all we have to do here so click the parent button again and go back to the main menu.
i changed some stuff in the tutorial so it would fit context better and be more straight-forward. all those changes are in italic or [between brackets]
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augie doggy2





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Joined: Sun May 14, 2006 9:19 am

Post by augie doggy2 »

Thanks. I really need that info.
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