Nice progress Jason. Sorry for the late reply, the .fx file can be dropped into C:\Program Files\Autodesk\3ds Max 2010\maps\fx To set it up you can watch Xoliul's video (http://cg.tutsplus.com/tutorials/3d-art/create-beautiful-realtime-renders-using-the-xoliul-viewport-shader-in-3ds-max/) Only crit I have is the arms look…
It's a nice texture, unfortunately without lighting your model just looks flat and noisy. If you're not going to use realtime lighting then you should either use non-tiling textures and paint the lighting information into your diffuse, or use vertex coloring. You could also bake your tiling texture down to a separate UV…
Mistry10: Thanks, man! I really enjoy your work. Grey: Hehe. Thanks, homes! yubbie: Thank you! Yeah, trying to get as much of the detail as I can. I still need to do a bit more to push it a bit further. ScoobyDoofus: Thank you! For right now, I'm just going to do offline rendering with the high poly. If I don't go crazy…
If you look closely at the inspector panel, he uses a lot of of the very fast and powerful realtime post processing filters on the camera to great effect. This is how you tweak the look a lot, both in RT and in regular renders for film and tv. Unprocessed 3D mostly looks quite stiff and dull.Try to load a complex scene…
Hey man I saw your stuff over on SA, you have such a meaty portfolio! :D If I where you I would cut out alot of the assets further down that have some blurry textures and some less than stellar renders. Mainly the backpacks and a few of the low poly guns, as well as probably the Digger footed walker. I think you need to…
This is pixel padding. It is a good thing. It makes it so when your texture gets mip-mapped in game (sized down) the data doesn't bleed over the edges and cause seams. If anything, you should have even more pixel padding (too much pixel padding isn't a thing) I set pixel padding to 96 pixels in xnormal. Apply the texture…
A displacement map (when used in a non-realtime renderer) displaces an already smoothed model. So basically you want to divide your "low" up to a point where a face is equivalent to one pixel of the intended texture, then bake. That way you will not get any shading artefacts since faces that are not supposed to be…
There was a probe in the earlier versions too, it's just that there was no 'front' to the scene, so I'm presuming it ended up looking weird because you're seeing the skybox instead of more walls. Hopefully my fix from today should help that. But yeah, every test object has (and always had) its own reflection probe, and…
Yeah the solution here is do not use maya, too many people have been fooled into using this programming app to make models anyway. =D Any app that does not support the hardware that 90% of the games industry uses is just.... There are not even words how massive a fail that is. You bring up a very good point here, Quadro's…
some ideas to add: - freeze version: renders high poly models but only once or per click. with this it would be still interactive but not realtime - so models with higher polycounts can be used as well. - *.obj and *.FBX support or something less odd as DAE - deafault non anti-aliasing as it might crash or freeze on older…