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Old 13-02-2009, 10:10 AM   #61 (permalink)
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could you give us a screenshot of it?

Also, are you using a shader/DX Display?
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Old 13-02-2009, 10:35 AM   #62 (permalink)
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This is a rough texture just for showing you my problem.. please check it out and help me

And yes, I'm using a shader for it.
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File Type: jpg viewprt shot.jpg (190.9 KB, 44 views)
File Type: jpg rendered.jpg (196.8 KB, 34 views)
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Last edited by Tiros; 13-02-2009 at 01:12 PM.
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Old 13-02-2009, 01:14 PM   #63 (permalink)
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Well, your textures isn't exatly stretched, they're lowres though. Try using Doylles viewport shader and read the info in the first post to find out how to properly use it. You can find a link to his shader in any post he's done, as it's in his signature.. or you could just search for it

You could also try going into your preferences > Viewport > Configure Driver, and tick "Match bitmap as close as possible" and see if it changes anything.

Cheers!
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Old 13-02-2009, 02:13 PM   #64 (permalink)
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nice sampson, if i remember to vote i'll come back and do so for you ^_^;
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Old 13-02-2009, 08:09 PM   #65 (permalink)
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Whoot- nice texture! i like the details on the book.
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Old 14-02-2009, 04:12 AM   #66 (permalink)
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Here's mine for this one. I was trying to go for a sci-fi fantasy type setup but didn't turn out so well since I ran out of time as usual. How do you guys find the time to make the normals? Perhaps I just need to level myself up and put more points in dex.


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Old 14-02-2009, 04:29 AM   #67 (permalink)
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Not bad, The thing on the top of the altar looks like a digital Screen of some sort. I don't think it suits the rest of the model.

Question for anybody out there:
If you take a screen grab doesn't that mean the normals and spec won't be working unless you have some kind of shader?
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Old 14-02-2009, 11:07 AM   #68 (permalink)
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Quote:
Originally Posted by Acid View Post
Not bad, The thing on the top of the altar looks like a digital Screen of some sort. I don't think it suits the rest of the model.

Question for anybody out there:
If you take a screen grab doesn't that mean the normals and spec won't be working unless you have some kind of shader?
Yea... thats why u need to use the magnificent Doylles viewport shader!!! RAWR Heres the link again =)

http://www.game-artist.net/forums/support/5422-3dsmax-viewport-shader.html
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Old 14-02-2009, 11:43 AM   #69 (permalink)
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Or, if you're on Maya, just set your viewport rendering to high quality rendering
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Old 15-02-2009, 12:14 AM   #70 (permalink)
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Wow.. ended up losing that two hours WAY before I thought I would, lots I still had to do.





MAPS:http://i5.photobucket.com/albums/y20...Blink_maps.jpg

So, I started out by hunting out the textures I wanted to use, and spent the mass majority of the time then tweaking the diffuse to be how I wanted it. That actually ended up taking me about an hour and a half, and I still wasn't done, but I knew I had to call it for the diffuse. Then, I ran a quick unsharpen, and spent the rest of the time tweaking the levels of the specularity and normals (using the photoshop Nvidia normal filter).

Extremely fun though, excited for the next one.

Last edited by Blink; 15-02-2009 at 12:18 AM.
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