3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
darco9x2





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Post by darco9x2 »

k ill edit the spec map. im working on dof right now, but i think i got the distance wrong. ill show a pic in a little while.
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Veegie[Temp]




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Post by Veegie[Temp] »

darco9x2 wrote:k ill edit the spec map. im working on dof right now, but i think i got the distance wrong. ill show a pic in a little while.
Edit the reflection mask.
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DWells55





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Post by DWells55 »

The whole bike sines too much. THe bumpiness of the material and ther texture both imply this is not a perfectly smooth and relecting material. So it shouldn't reflect the environment like that. Maybe some lighting glare or somehting.

Looks great otherwise.
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saddamsdevil





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Post by saddamsdevil »

Need some help on how to make custom bumps...
(and pobaply lots of other stuff)

my elite so far:
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darco9x2





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Post by darco9x2 »

you should make it reflect the environment.
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saddamsdevil





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Post by saddamsdevil »

It somehow always makes it so the skin reflects too and I have NO knowledge whatsoever about masks and all that fancy stuff....
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Tural




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Post by Tural »

Masks aren't difficult, just open the diffuse in Photoshop and start filling the areas you wish to reflect on a new layer. Fill them white, put a black background behing it, set it as the mask slot in a Mask. White is positive (Will reflect), black is negative (Won't reflect), and various shades of grey will effect the amount of reflection, white would be full reflectivity, and a 50% grey would be half reflectivity.
darco9x2





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Post by darco9x2 »

actually tural, for the elite you can just select the colors in the cc texture, remove what you dont want, overlay the alpha and then add some blur. and, its not skin.
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saddamsdevil





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Post by saddamsdevil »

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Tried something, and some neat custom bumps :D (I think I rushed them... )
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Post by Tural »

Darco, doing it by hand would be much more accurate, as the Elite's color change textures are very low resolution.
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saddamsdevil





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Post by saddamsdevil »

I just realised I needed to inverse the masks :P
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red suited him better, added some crappy HDRI, next up, environmental modelling.
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Post by GametagAeonFlux »

Neat sword, but the Elite/environment...not so much.
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saddamsdevil





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Post by saddamsdevil »

Slowly developping...
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Post by GametagAeonFlux »

The grass looks weird. Not even close to dense enough.

The water bothers me for some reason too.
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Veegie[Temp]




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Post by Veegie[Temp] »

The CC'd areas seem to be completley replaced by their colour, with no blend of diffuse.
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saddamsdevil





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Post by saddamsdevil »

yeah, somehow it is very weak, but I redid some colour changing map on a higher res (it was way to pixelated) and I think it looks slightly better now.

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Off course, it's YOUR oppinion that counts.
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Post by Tural »

The bump maps are bad. :|
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Post by GametagAeonFlux »

Yes, way too sharp.
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Post by Tural »

If anything, adjust the active camo normals. The bump maps you're using are way, way too thin and sharp, as Gametag said.
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saddamsdevil





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Post by saddamsdevil »

I didn't edit a bump >_> these are custom...

I guess I could set these as additional bumps, and the ctive camo as main bumps.
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