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Shadow as bitmap?
show user profile  Magamdy

I'll start of by saying I'm a total novice at anything 3D related.
I am currently rendering models I ripped from a game and uploading them to the game's wiki, but I am facing a brick wall.
Some models seem to create a shadow effect by just overlaying a dark texture. However, I have no idea how I can correctly show this shadow. Its just a bitmap without an alpha channel: any part that is not "shadow" is white. Ingame, only the shadow shows up. In 3ds max, I can't manage to replicate that: since there is no alpha channel the model gets a white haze.

Does any of you have any idea how I can tackle this?
read 613 times
9/17/2015 6:47:19 PM (last edit: 9/17/2015 6:47:19 PM)
show user profile  gogodr
whats your goal?
Do you want to learn how to make 3D assets for games?
Do you want to learn how to do rendered 3D pretty images?

If the first:
Well the shadow is most likely just a trick to simulate a shadow in a game engine that doesn't have shadow casting within it's functionalities. An old example is Super Mario 64, where the shadow is a black circle which is always under Mario.

If the second:
You don't need that baked shadow, you can delete it if you want, the render engine of Max will cast the shadows accordingly to your lights setup, but you don't look like someone who has any clue on 3D, so I would recommend you to start with the basics instead of trying to work with a model you got from somewhere.

Hello there

beautiful ;3

read 600 times
9/17/2015 8:05:30 PM (last edit: 9/17/2015 8:05:30 PM)
show user profile  herfst1
I'm more curious why you're creating a game's wiki. And also, what game?
read 596 times
9/17/2015 8:20:02 PM (last edit: 9/17/2015 8:20:02 PM)
show user profile  LionDebt
Without seeing the ripped assets it's pretty hard to know exactly whats going on. And while, normally I don't condone the digital rape of stripping assets out of game packages, you don't seem to be using them for nefarious purposes. Send me a file and I'll have a tinker.

What game and engine does it run in?
read 594 times
9/17/2015 8:27:28 PM (last edit: 9/17/2015 8:27:28 PM)
show user profile  Dave
Screenshots will help. I'm having a hard time just visualising the issue, let a lone understanding it.

Are we talking about a shadow on the floor? I was following you until you said the model gets a white haze.

"I flew over Egypt once"

read 591 times
9/17/2015 8:50:49 PM (last edit: 9/17/2015 8:50:49 PM)
show user profile  FX
Why do people do this ?..I mean how much effort does it take to make a bloody screenshot ?

read 587 times
9/17/2015 9:31:15 PM (last edit: 9/17/2015 9:31:15 PM)
show user profile  gogodr

FX its way too much of a hazzle, first they have to take their phone out, then take the picture of the screen, then send the picture to their mail, then get it from the mail and upload it to somewhere like img.ur

Can't be bothered to do that.

Hello? I'm posting from my new Toaster with Android

Hello there

beautiful ;3

read 585 times
9/17/2015 9:44:18 PM (last edit: 9/17/2015 9:44:18 PM)
show user profile  Magamdy
I need to capture a render of the model as close as possible to the raw ingame appearance, i.e. ambient lightning, and no "max" added shadows. So neither of those are my goal. And you're right, I don't have any knowledge about 3D, just as much as I need to do what I'm describing: which is applying some textures which are all available to me, and reverse engineering the way the game mixes them.

@Liondebt & Dave.
What we're trying to achieve:

Now some screens:
This is the ingame model:
Note, on the center "pole", the shadows from the ornaments. That's not in-engine, that's a texture.
That's the texture.
This is how it looks when I try to apply it directly. So my question is, what makes it turn out correct ingame, but wrongly in Max.

read 574 times
9/17/2015 11:19:00 PM (last edit: 9/17/2015 11:19:00 PM)
show user profile  gogodr
you are just using the wrong map, that's an ambien occlusion map, not a diffuse.

Hello there

beautiful ;3

read 566 times
9/17/2015 11:56:11 PM (last edit: 9/17/2015 11:56:11 PM)
show user profile  Magamdy
Ah ok. And how would I add that properly to the object?
read 561 times
9/18/2015 12:26:58 AM (last edit: 9/18/2015 12:26:58 AM)
show user profile  LionDebt
Press F1 in Max.

Google Ambient Occlusion.

You could always manually blend the AO maps into the Diffuse in potato shop or some such photograph editing softwarez.

Takes years to learn how to 3D, don't come here expecting us to spoonfeed you every bit of information you need. Learn to teach yourself.
read 558 times
9/18/2015 12:43:19 AM (last edit: 9/18/2015 12:43:19 AM)
show user profile  Magamdy
I know what AO Is, I just don't see it in the map field.

I have zero interest in learning to use these 3D tools properly, even only because I simply do not have the time for it. I use this software on a borrowed computer. I came here in good faith to get an answer to a problem I personally have that experts might be able to solve at a glance. Yet I am mostly greeted in the "questions" section is snide comments telling me to do it myself or not at all.

So thanks for the help, and sorry I penetrated your community with my ignorance.
read 554 times
9/18/2015 1:34:20 AM (last edit: 9/18/2015 1:34:20 AM)
show user profile  FX
ok bye...

read 553 times
9/18/2015 1:34:33 AM (last edit: 9/18/2015 1:36:25 AM)
show user profile  LionDebt
farewell, sweet prince.

edit 1: >> I need to capture a render of the model as close as possible to the raw ingame appearance

- So, like, a screenshot?

edit 2:

- I thought your name was familiar. here's a link to the last time you posted here in 2011. It is now 2015. If you'd spent 0.5% of your time learning 3D Studio Max in the last few years you'd probably be well on your way to creating your own game assets now. You'd certainly know what you were doing.
read 550 times
9/18/2015 1:48:57 AM (last edit: 9/18/2015 1:57:16 AM)
show user profile  FX
"I have zero interest in learning to use these 3D tools properly"

..ahh right... in that case, all you need to do is apply an ambient occlusion modifier and select "Make cool GFX" from the tools menu.

read 540 times
9/18/2015 2:29:24 AM (last edit: 9/18/2015 2:29:24 AM)
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