I'd like to start by saying I'm a programmer and not an artist, so my knowledge of 3D software is quite limited, plus most of it pertains to Blender and not 3DS Max.
Ok, so I came across an article by EA/DICE on
Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look.
Somewhere in the powerpoint presentation for this, they explain the steps required to obtain what I would call a "translucency map" which is essentially an AO map but baked with the normals inverted.
The exact steps are:
- Invert the surface normals
- Render ambient occlusion
- Invert the colors and store in texture
I have tried rendering this in blender and the result was not pretty. It's quite possible I messed up, but I was wondering if anyone knew if this was possible in 3DS Max?
Thanks!
(In case you're wondering, I don't have any pretty models of my own to work with so I'll probably end up using the Stanford dragon model, or happy budha or something from this
page)
Replies