If you read Bryan Cavett's post, you'll see he puts the SSS map into the slot for the back-surface scatter colour. Basically that means that any sub-surface scattering effecting showing through a back surface will be tinted towards the colour in the SSS map.
Hey guys :) Sorry my reply is a little late :S @A.Kincade Thanks man! @RexM Cheers :D @Snader Thanks for the input! Its an interesting idea to add whole blocks of colour, but i would have to play around a little to get something i like. Worth a try though eh? I think one of the reasons that it looks dark is the shader in…
ao works by casting multiple rays in a hemisphere and seeing how many hit the sky (white) or hit the surface of the model (black), your model dosen't have many surfaces that occlude other surfaces from the sky. Try adding a floor and see what happens.
might be cool to see if you could do something like... have a parameter for wind direction (this would need to be in radians), and then compare it with the normal angle of the surface. if the wind is hitting an upward facing surface, give it those wave patterns and give the opposite surface a flat look.
And here: https://www.youtube.com/watch?v=Sd61WIcvGg4&list=PLGqVmXAMVB66geyCdgjuN-jhCMR8YwLi0&index=1 Might also perhaps browse Chamferzone for hard surface inspiration, maybe try tackling his small stuff first to build familiarity.
My implementation does not involve ray-tracing, as such it can run on DX9 fine. It is designed as a fresnel reflection, which means it only effects surfaces at more perpendicular angles to the camera normal. It looks awesome on curved and complex surfaces, but the effect is less convincing on large, flat surfaces.
Maya's project curve only works on Nurbs surfaces. So you could project the curve onto a Nurbs surface and then convert to polygons, but that is kind of an annoying workflow. Your other option is to make your mesh "live," and then any curve you draw will be snapped to the polygon surface.
They're all individually and together a texture. A texture is just surface detail, normals, AO, and diffuse all provide surface detail. When combined you get a complete surface detail. Originally, diffuse was the only form of applying texture, by changing the color of the pixels of the rendered polygons.
I prefer Blender too but you can also check out Modo Indie. It's meant for modeling subdivision surfaces instead of nurbs, but subdivision surfaces are quicker and easier to model than nurbs anyway. (Blender also has much better tools for modeling subdivision surfaces.)
miauu's Modifiers Presets allows you to create presets for almost all modifiers available in 3ds Max. The UI of the tool is embedded into the modifiers' UI. You can create as many presets as you want. Each preset can have its own custom notes(comments). The presets can be used across multiple instances of 3ds Max. Some…