nah thats pretty much it. A plane with a lens flare texture placed at the light location and set to always face player camera. Sometimes you can control opacity with a dot product between player facing angle and sprite location so the flare only shows brightly when you look at it directly. Starsiege (1999) had a sun flare…
First thing I notice is the stone wall is very uniform and looks quite dark - it isn't reacting to the light from the sky in the way I would expect. It needs fresnel, especially apparent in pic 1 where the sky is very bright white, but the wall doesn't seem to pick up any bright highlights (these kind of stones do have…
Fun stuff man! Good model and bake, but there is something about the simplicity of materials in the "bake" shot that i just find more appealing than the final shot. One thing i would suggest for your textures overall is to cut down on some of the more noise/overlay type stuff in the texture, and focus on a few areas of…
for the specular in your tiles, id get rid of those really dark areas in the top right/bottom left. there isnt anything really there in the diffuse that warrants it being dark. one thing you could do that would be a bit interesting is grab a few random selections of tiles and change the value of the underlying base color.…
For Cycles, you should use a specular map and a roughness map. To get the flats you need, you can use this calibration script I've put together for my own work: https://www.dropbox.com/s/khuwoqc6zxqqtm7/Cycles.jsx?dl=0 Set up your material like this for best results. This does energy conservation on the diffuse and…
Thanks for the feedback:) It is in sort of demo or beta phase and still need to improve in the next version.Therefore I haven't elaborated the usage of shaders thoughfully.Sorry for the confusion. This shader can run in 3dsmax9/2008/2009.I personly suggest to use it in 3dsmax9 for AA and AF support to get better effect.I…
This is what I tell someone. "I blocked out a the model with cubes and cylinders. I then modeled a sub-div version. (sub-div basically means it still retains it shape when you add divisions, and its essential to control the divisions by having a strong understanding of edge flow and topology) Sculpted that in zbrush. (A…
Revel - thanks for the welcome and suggestions. No Spec on it yet - this is just the first pass of the diffuse so quite a bit to do still :D Your absolutely right about more polies on the handgrips - been worrying me for a while now but Ive been texturing mostly and it keeps slipping my mind - keep reminding me please. The…
I am working again a little bit on TexTools and am rewrapping at the moment the baking scripts into a more convenient panel: This lets you either store the result to the clipboard, use as material, save it to the disc or simply display it using the frame buffer in max. Its certainly quicker to setup some materials as a…
This is really sweet. How many tris for the mesh (tris), what resolution textures, which texture passes did you make (diffuse, rough, sss, etc.), and what is this rendered in?