Something similar to this:
http://www.3dvalley.com/tutorials/re...-solidwire-mix
Opacity
Mix
Gradients
or something like that, I cant find a better tutorial.
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Something similar to this:
http://www.3dvalley.com/tutorials/re...-solidwire-mix
Opacity
Mix
Gradients
or something like that, I cant find a better tutorial.
Alright then.
Render... why orange? It just makes the scene look weird. I guess it doesn't look bad, but if it was up to me I wouldn't use it for showing off animations.
Animation... You need some pause between the time that the hand grabs the magazine and pulls it out. It's unnaturally smooth... like, there isn't even enough time to properly grip it. It just *whoosh* slides out. Then on mag in, you've got the same problem. The gun's body reacts as if some force is pressing on it, but the hand only briefly touches it and then pulls away, resulting in a really unnatural feel. Bolt push is still as awkward as before. The hand and arm just lurch out to press it - there's no sense of natural or "planned" movement. It almost seems like the bolt push is an afterthought: "Ok mag is in my gun is reloade- oh wait I still need to close the bolt don't I".
Horribe if you have a high poly model. I actually have no problem w/ that tut except the clone. It really bad if you have an object that's high poly.
I'll make a quick one right now but I'll make a better one when I'm off mobile.
using mental Ray with fine gathering on (change preset to draft to get your stuff correct b4 making a final)
1. Start a composite material
2. Uncheck mat 2-9
3. In base material, put your clay material (copy or instant)
4. In mat 1, make a stardard material
5. Change diffuse to wireframe color
6. Check wire
7. In opacity, create a gradiant ramp
8. Set one side to pure white and the other pure black.
9. Make 2 new flags and set one to white and the other to black. ( this is to control how much will be transparent and solid. Everything in between is the transition)
10. Mess around with the gradiant type and uv map and tiling to get effect you want.
11. When done, copy it to an empty mat slot
12. Go to your clay mat in composite, base mat, and find the opacity slot. Drag and copy the gradiant ramp there
13. Invert your colors. Blacks to whites and whites to blacks ( this will make the total solid side have no wireframe and wireframe side have no/little solid. )
Turn off glossiness and specular in wireframe I sometimes get wierd effect with it on
you can take out opacity and have a clean wireframe render without affecting fps in max. Composite really help if you have a cinematic model of several million/billion tris.
Honestly, I would shop 2 rendered image together. It gives you alot more control and it just looks better IMO.
Sorry for grammar and mispellings. I tried to keep it to a minimum, but you know how it is with mobiles.
http://i37.tinypic.com/30k827b.jpg
Shitty render is shitty, but it hopefully gets the point across.
The pillar/semiarch things weren't that alike. They were broken and nonuniform.
Ill see what I can do, but for the most part I'm having issues with tagspace, so another couple of bitmaps for the pillars will be a bit of a stretch.
So don't use extra bitmaps, use proper space of your current one and make several assets use the same texture.
The uniform lines along the edges of stuff bothers the shit outta me though. It's all the exact same width and the exact same opacity. The opacity bothers me more than anything for a few reasons...
1: You're painting a sand? texture on top of the stone... without making it look like how sand would rest. I understand that most of it is just tiling fun time, but I think you'd benefit from doing a multi map setup (similar to how most people do ground textures) That way you could actually paint in sand where you want it to be on the mesh, rather than trying to use a tiled "brick"+"square outline of sand around the brick" texture.
The only part of that sand application that I actually like would be the far right side above the door where you have the sand sliding down the surface. Everything else looks like an overly abused skate park where everything possible has been grinded exactly 486 times, no more per piece, and no less.
AFAIK its not sand, its erosion of the rock.