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  Click here to go to the first staff post in this thread.   Thread: Texture Example

  1. #21
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    Re: Texture Example

    Environment mapping is a way to simulate lighting effects on 3d objects without having to actually calculate them in realtime. The environment affects how light is reflected on an object.
    In MOW it is used on some glass objects for example. I used it on helicopter glass parts.
    Play around with the eclipse material settings to see what it does in game.

  2. #22
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    Re: Texture Example

    Interesting.

    Hmm.... I'm used more to 3ds Max(2009 more precisely) though, so do you know what the equivalents would be? (3ds Max, though, makes uses of specular/glossiness maps(specular controlling the strenght of a reflection, glossiness controlling the spread to simulate different types of materials) to simulate lighting, as I know though I'm not sure how close or far these are from how environment maps work).

  3. #23
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    Re: Texture Example

    What is your goal? Do you want to make environment maps for the game using 3ds Max renderers or do you want to simulate/use environment mapping in Max? You can use Mental Ray for Real light rendering scenes for examples. Brazil is another fine renderer as well as final render by Cebas. However even the standard scanline renderer in Max is good enough for render to texture productions.
    If you want to use custom env. maps for the game, check the net for royalty free textures. Sky textures are weel suited for env. maps.

    Are you looking for more technical info about how to use them in Max? PM me.

  4. #24
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    Re: Texture Example

    hi all
    a download psd file,, where did you add fx from..

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