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Kalango
02-09-2007, 04:54 PM
Hum i was wondering....
-is this such as light tracing, radiosity and menteal ray renderes alloud?
-is post effects alloud(like video post, lens fx and such)?
-is photoshop(gimp etc) editing alloud?
-about videos....can we make them? and if we can....how will we upload'em?
-final question....how about relief maps?

thanks :) :paper:

FredH
02-10-2007, 04:03 PM
1. special rendering, yes
2. For beauty renders, yes (not winning pose) ... please..no lense flares:p
3. To fix small issues and make a designy background, yes (try not to overdo it)
4. You can't upload videos for this comp since this would give your entry an advantage. If videos were allowed, than everyone would be required to do them.
5. Relief maps, for your backgrounds and stands, yes.

Hope this helps:)

Good luck!
_FreD_

Chasarsis
02-10-2007, 04:32 PM
Are we allowed to make gif animations for specific parts of our model? E.g. to depict how a complicated piece of machinery might unfold, for our final?

jbrophy
03-05-2007, 11:25 AM
Can we use an HDRI map for a environment reflection map?

enami
03-05-2007, 01:38 PM
Got some further rendering questions.

How about:

1) Custom Shaders (Sub Surface Scattering solutions, Transluscence)

FredH
03-05-2007, 02:54 PM
Chasarsis --> Nope, no animated gifs please. It would be better if you used the full size of your image restrictions to display how your character works somehow. Perhaps a small step by step at the bottom of your construction image?

jbrophy --> I won't even pretend to know all the terms for every 3d platform. If HDRI doesn't make your character look like it belongs in the movies, then it should be fine for this game comp:)

enami --> ... don't get too fancy with the shaders. If it's used in a game engine, then it's fine. If it's used in making movies like shrek, then it would be best to stay away from them:)

enami
03-05-2007, 04:20 PM
I wasn't planning on anything I couldn't put together in UE3

Thanks man!

Kekec
03-14-2007, 05:42 PM
Hi!

I've used material that is reflective. Now I can't bake this material to texture (having problems with specularity and diffuse). So what I would like to know is, are we allowed to use this kind of material?

FredH
03-14-2007, 10:27 PM
can't you use an environment map for your reflections? In 3dsmax, just stuff a city picture or something into the reflection slot (use a mask if needed) and you are more or less done. Let me know how this out works for you:)

Kekec
03-17-2007, 07:44 AM
Tnx FredH ... I think this will do the trick to make it look shiny.:)

PS: If I use a picture for reflections ... do I have to include it in the final texture sheet as well?

FredH
03-17-2007, 12:53 PM
Only the diffuse and normal map are absolutly required. All others are optional. If you look at some of the past entries on Dominance War I, some artists came up with some nice layouts to display their sheets. You can use these as a guideline for yours:)

ez5k
03-20-2007, 11:46 AM
If i can't use photoshop for some postediting, how i can make glow over luminescent details? i know about glow map, but how i can use that in 3dsmax for over glow?

FredH
03-20-2007, 02:58 PM
to make glows in max, you would have to use light on black colors and put it on a polygon. Then set the texture to .. uhmm, hold on... checking... under advance transparencies, change it to "additive."

this should get you started. Try playing around with it more to find some interesting results:)

katzeimsack
03-21-2007, 07:15 AM
hey :D

I think the image size is a little small... 900x800 doesn't show anything of the cool details. You could use a 1024² or even 512² texture and it still would look the same. Can't you change it so something showing the usage of a 2048² ? 1200x1000 for example?

and 900x800 for the texturesheets sux. 900x900 or 800x800 would be better.
There will always be some emty space on a non square image...

EVIL
03-21-2007, 07:57 AM
you atleast have to show a diffuse and normal map for the character, and a diffuse and normal map for the weapon, so it wont be square anyway since one is 2048, and the other 1024

ez5k
03-21-2007, 08:42 AM
Thanks for help, FredH
but when i render it's no different between Filter, Subtractive or Additive type :/
so im going to draw glows on texture and put it in self-illumination map. resuilt is almost suit for me.

Kekec
03-21-2007, 02:46 PM
Me again. :D

I was wondering, how can I make my specularity map look something like this (http://www.dominancewar.com/1/finals/team_1/21_mrkite/4.htm) or at least to be in grayscale?
When I try to bake specularity in my texture, it always ends up looking the same as my diffuse map or completly red.

FredH
03-21-2007, 03:06 PM
Hey there again hehe
I believe mrkite (the image you showed) hit the hues and saturation button in photoshop and this is what he came up with. Then, he went to each and every individual piece and further changed their colors and/or brightnesses. Once your normal maps are created, your 3dmax experience should end. You would need to start working in photoshop to get the precision results like mrkite:)

check out mrkite's dog on realtimecg to find a better example on specular maps. He did some nice metal work there:)

Let me know if I can be of further assistance, always happy to help:thumb:
_FreD_