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Rendering Shaders I've been wondering this for some time, but never got around to asking it: is there a renderer in 3ds Max that supports DirectX shaders like we use for EaW, or does everyone have to re-material their models when they render them? |
Re: Rendering Shaders No one renders images like these? I guess I'll have to ask someone directly :lookaround:... |
Re: Rendering Shaders None of those images were done using the EaW shaders. I just used the default Max materials with the scanline renderer; nothing fancy like Vray. |
Re: Rendering Shaders That's what I figured. Unfortunately, the models I got from the XWA community can have upwards of 60 different materials, so I guess that's just going to be part of the cost of using them (not to mention manually attaching the turrets). I actually know how to use Vray, but haven't been real motivated to make renderings given the circumstances! Thanks, codeuser. |
Re: Rendering Shaders There is a modelviewer for xwa's OPT files if that's what you mean. I coul'd sent it to you if you want. |
Re: Rendering Shaders can u even put models into sw eaw without using the given sweaw shaders? |
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Re: Rendering Shaders Ah.. I see what you mean. I have converted a couple of XWAUP models myself (For personal use). I just put all those small xwa textures in on big image and then remaped all the small meshes to this new texture. I the end i have only one mesh and on texture. Also a lot of work but now it's real easy to swap out materials or make changes. |
Re: Rendering Shaders I avoid UVWing like the plague :p. Besides, can't beat the graphics of 60 different textures (even if the game hates loading them). |
Re: Rendering Shaders no no, not re-UVing just remapping the existing UV's. The orignal texture are not scaled down, just copied onto one big mega texture, no loss of quality. Then edit the UVwrap of the mesh piece and scale it and move it to the corresponding part of the mega texture ( times 60 or so :p ) |
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