3dsmax Rendering Support Topic

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





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Post by Keablr »

Veegie wrote:I'm being serious. It's the exact technique that I used to fix my issue when I would create un-realistic poses.
But you have to understand when someone is going against something poses can seem a bit unrealistic, just like in his pose, the Master Chief is going against a strong gust of wind from an explosion. If Tru is still going for that look as he did before.
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Veegie




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Post by Veegie »

If he's going against a strong wind, he's still wrong. The Master Chief is far too upright to be gaining any leverage and/or balance from any and all forces opposing him. Unless of course it's a light gust...
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Post by GametagAeonFlux »

Keablr wrote:But you have to understand when someone is going against something poses can seem a bit unrealistic, just like in his pose, the Master Chief is going against a strong gust of wind from an explosion. If Tru is still going for that look as he did before.
His back foot would most likely be planted then.
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Trulife8342




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Post by Trulife8342 »

I want it to seem as if a small bomb just went off and he is running through the shockwave

light+angle
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unknownv2





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Post by unknownv2 »

Shouldn't he be crossing his arms?

Why would he be touching his head?
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Post by Aumaan Anubis »

I agree, if I was running through a shockwave, I'd most likely have my arms crossed in front of my head.

I do like the leg/feet placement better, at least, from this angle.
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Veegie




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Post by Veegie »

On another note: the lighting looks much better.
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Trulife8342




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Post by Trulife8342 »

hey veegie if i make a good enough render could you add it to the gallery ive always wanted at least one piece of my art in that gallery and also guys i still need help with the environment so if someone could hit me up on aim that would be great
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Post by Veegie »

If I can snag my FTP info from Grenadiac.
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Post by spartanx5 »

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Work in progress teaching tool which will include explanations of attenuation, the Fresnel Effect, IOR, and post processing effects. So I was wondering if I could have tips on the scene so its visually appealing as well as educational once I do my writeup. Suggestions on pose, scenery, etc would be much appreciated.

Things already changed
-terrain smoothed out
-water ripples tiled more
-visor material reworked to make edges stand out more
-adjusted leading foot, straightened out the leg then proceeded to apply face+palm for forgetting basic posing rules.

Edit:
Veegie, I hope you don't mind but I used your standoff panorama for reflections and sky, edited to work with maxwell. I should have asked first so if you want me to switch it out I will.

Double edit: Someone asked me about the mesh, so I will explain. It is an edit of the game mesh with a baked displacement and very minor editing to fix artifacts and smoothing problems. Very simple and easy but a good waste of polies, originally it was 4.13 billion but i cut it down to a around 1.5.
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Last edited by spartanx5 on Tue Feb 19, 2008 12:50 pm, edited 1 time in total.
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Trulife8342




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Post by Trulife8342 »

I am impressed good stuff dude.
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Keablr





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Post by Keablr »

It looks good. Thing is even though you had said about the water, the water looks like jello. But I like the way the metal looks on the chief.
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Post by spartanx5 »

Keablr wrote:It looks good. Thing is even though you had said about the water, the water looks like jello. But I like the way the metal looks on the chief.
I'll work on the water right after this =). And thank you about the armor, it was a pain to get it to look like iron and a type of ceramic, but with the help of Wikipedia and Google I think I got the physical properties just right (Maxwell uses an unbiased rendering engine which allows you to replicate actual physical materials, its good and all but very performance demanding in some cases).
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Keablr





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Post by Keablr »

I had a feeling the model seemed to defined. I was thinking the same thing about bake displacement in Zbrush. It looks good on your part, when I tried it came out crappy, I am going to go try it again looks impressive on your part.
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spartanx5




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Post by spartanx5 »

Keablr wrote:I had a feeling the model seemed to defined. I was thinking the same thing about bake displacement in Zbrush. It looks good on your part, when I tried it came out crappy, I am going to go try it again looks impressive on your part.
Subdivide the mesh at least 6 times, if you do 5 your going to have some bad jaggies once it bakes. It'll come out to about 4 billion polies when done so your going to want to import it into max in pieces and optimize it. If there are any smoothing problems in Zbrush try smoothing it out with a weak brush.
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Keablr





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Post by Keablr »

Alright thanks for the tip Spartanx. I will give it a try, hopefully it works out for me.
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Post by DEEhunter »

I dont use zbrush that much lately. What are the steps on bakeing the model iwth displacement maps. I know how to make the displacement map already but i donmt know the steps on bakeing with the model.
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spartanx5




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Post by spartanx5 »

DEEhunter wrote:I dont use zbrush that much lately. What are the steps on bakeing the model iwth displacement maps. I know how to make the displacement map already but i donmt know the steps on bakeing with the model.

Set the map as the alpha for the model, then the texture;then go to displacement and hit mode, and turn up the displacent value to about 0.75. Then apply it.
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DEEhunter





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Post by DEEhunter »

Thanks man. Also I would use fryrender instead of maxwell.
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Trulife8342




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Post by Trulife8342 »

new materials new lighting and DOF
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