I would like to make a crystal Material and a ice material: ICE Crystal: except that I know myself as materialBut I am unable to find for this. Could you help me find a way to create this material? (sorry for my bad english:()
@Entity: Material baking is extremely flimsy, as it's best left to far away static objects, or thing which will be viewed from single angles. Remember that Materials are dynamic, especially in the case of crystals and in a game, the player can get around them. @Visceral: It could work, but the questions remains if they…
Just put a an emssive map in key locations and bake the emssive light, while feigning a light opacity. As Valias said, those crystals are 'boosted', so you can get away with alot of simplicity in the materials just by using the basic nodes, a few camera nodes if you want to get fancy, but I don't see clear relfection in…
It's doable, you could take advantage of the sss materials available in max/maya to get the frosted ice look and bake that down with general lighting (or the final scene lighting) Works pretty well for static objects.
What!? That's nuts! There's no way you can get the look he's after with baked textures. For the crystals you want a very bright specular highlight (greater than 1) and you want a specular power of about 15. If you make the material 2 sided and transparent you're going to run into a lot of triangle sorting problems and it…
Some of those look colour enhanced, but the general principle between them all is the same. You're going to want a material with: a low to medium specular exponent. Between 4 and 10 for a default phong implementation. A coloured transmission mask modulated by a dot product between camera and surface normal. Depending on…