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Anonymous 2015-01-06 19:53:26 No.457450

[Missing image file: ]

I'm learning some 3DS Max for some time, but still kinda new to this.

How do you guys set up your lighting while modelling in your viewport?
Also, how do you like to configure your viewport?

Pic related, it's kinda hard to see with that shading. Am I doing something wrong?
Also, my shadows are terrible.

Sometimes I see screenshots like the pic to the right, with something like a blue light from the left and a red/brown light from the right, or a purple light from above. Is this some kind of standard?


>>
Anonymous 2015-01-07 00:11:55 No.457475
Bump.

>>
Anonymous 2015-01-07 00:13:27 No.457476
Are you modelling or being a rendering diva?

>>
Anonymous 2015-01-07 01:38:05 No.457481
>>457450
The difference there, is that the image on the right is in Maya's Viewport 2.0, which is vastly superior to 3DS Max's viewport. It has anti-aliasing, HLSL, GLSL and CG shader support, proper transparency, real-time displacement mapping, AO, wireframe anti-aliasing, motion blur and much more...

But also, you're just using a shit material in your viewport.

>>
Anonymous 2015-01-07 01:49:07 No.457484
>>457481
Actually, it doesnt have GLSL mate. Its a direct x view. It doesnt do proper transparency. Hell, it doesnt even handle AO and single layer transparency correctly much less multi layer. The displacement looks like dogshit, so does the baby level real time motion blur. The wireframe ao is just a msaa imititation by blitting two upsampled framebuffers. Theres not much more.

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Anonymous 2015-01-07 03:17:36 No.457501
>>457484
>Actually, it doesnt have GLSL mate
Actually, it does mate. You can set it to OpenGL mode in your Maya preferences.

>It doesnt do proper transparency
Yeah it does, set it to depth peeling, nig.

>The displacement looks like dogshit,
The displacement is the same as any other game engine tessellation+displacement, dunce. Troll harder.

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Anonymous 2015-01-07 03:22:48 No.457502
>>457501
if you set it to opengl then it doesnt even have the effects you talked about mate. learn your shit.

the transparency is extremely babby level. all realtime transparency is. learn your shit

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Anonymous 2015-01-07 03:41:26 No.457507
>>457502
>all real-time transparency is
That's irrelevant to the context of this discussion, scrub. Also, you suck at trolling, don't make it so obvious m8.

>>
Anonymous 2015-01-07 03:43:10 No.457508
>>457481
>But also, you're just using a shit material in your viewport.

I thought just a default material would do when modelling. What would be a non-shit material for this case?

>>
Anonymous 2015-01-07 03:51:33 No.457510
>>457507
> i dont agree with something
> must be a troll

you're not on /b/

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Anonymous 2015-01-07 04:53:18 No.457514
>>457508
Switch to a Blinn or Phong. Also, bevels on the edges help you see the form better.







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