neox : are you talking the ramp like in the game engine or 3d modelign package? In the game engine chaining them I know how to do but, but in the 3d engine package (max) wouldnt I have to setup my own shader from scratch (or atleast use shader FX for example)
ok did some tests tonight......man was there ALOT I didnt realise was necessary (maybe still not even necessary now but gave the best results...) Ok diffuse is diffuse and normal is normal, paint your diffuse as you like and your normal do what you must. Effects I played with / enabled/ changed here Diffuse color = neutral…
renderhjs: Is this special rendering abilities/ shader driven? And if it is shader driven what is the base characteristics I would need to look into , to get the right look of it? (asside from pointing me to the team fortress shader again..) Pretty sure I wrote that because Im NOT trying to make a team fortress shader....…