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.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.
3dsmax Rendering Support Topic

- GametagAeonFlux
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His back foot would most likely be planted then.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.
- Trulife8342
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- Aumaan Anubis
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- Trulife8342
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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.

Last edited by spartanx5 on Tue Feb 19, 2008 12:50 pm, edited 1 time in total.
- Trulife8342
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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).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.
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.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.
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.
- Trulife8342
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