This is a known issue with the DX material in 3dsMax. Transparency does not work properly for it when your viewport is set to "realistic" mode and only works when in "shaded" mode. :( :( :( The "opacity" checkbox is old information and should not have been in the docs. The only thing you have to do is connect a float value…
That light function is sexy! I always love small realistic movement in an environment. Have you thought about adding some wind into the scene as well to interact with the foliage? You could even set up a parameter collection within the scene so that the speed of the clouds is correlated to the speed of the wind on your…
Hello everyone! This is a WIP P10 and the progress which I have today. This is another world for the Forester project. I created this sketch in 3D-Coat. In the next - I will start to use megascans, speedtree and other softwares in my workflow to create a realistic render of this world. So wait the new wip from me =)
i took your advice and studied the materials, this is the updated version, still a heavy work in progress but i feel the materials are much more realistic now, any thoughts? please ignore the generated edge wear it was just to test how materials looked with edge wear and how the metal looks coming though
Thank you, the first one just looks AWESOME!!! I know the reference I provided isn't "so realistic" because I didn't set an unreachable goal due to my lack of experience and knowledge. If you can suggest an eBook about materials and textures, I'm really interested. Thanks again
I'm not sure what more I could do. This was suppose to be a middle ground of taking an existing artstyle and combining it with slightly more realistic everyday objects. I didn't decide to go back to completely inventing my own objects since I remember complaints of it being unrecognizable or failing to look 3D.
Standard material, 15 glossiness, dark grey diffuse, 80 specular. 3 point lighting plus a spotlight with enabled shadows and increased ray count. rendered in the viewport (!) with the realistic setting, let it sit with progresive rendering (on by default) for a bit, screencap your viewport when it looks nice and alias…
Thanks for the info. I appreciate your advice. I am creating roads according to a map and the roads should look realistic, So I guess I should continue creating them in 3DsMax. I've learned lots of things here, I will show my project as soon as possible in this informative forum.
I was thinking that as well when I was looking through the real stuff. They were definitely real, but it didn't feel like anyone would believe it to be realistic if it were on my character. The stuff from Nimba FX though fits the bill - that Hollywood effect sells the illusion of gore better than the real life.
i like what u got now, u got it pretty good as a game asset, good textures/shaders details are great, i would use this asset to present another style, go with something realistic, war colors with rust/dust/mud/and black smoke in some areas it should be fun