| NURBS Submarine: Lighting and particles |
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| Written by Dzordz | |||||
| Saturday, 26 August 2006 | |||||
Page 1 of 3 Second part of our NURBS submarine tutorial in wich we will make materials and partcles for the exaust and bubles around the sub.First things first, lets add the materials:
Select the submarine and right-click with your mouse “convert to > convert to editabke poly” than press 4 on you keyboard and select polies like in picture.
Than in “Polygon properties” rollout under SetID change the value to 2 and press enter, get out of sub-level. Press “m” and select the material/map slot and click the button named “Standard”, than from the Material/Map browsr select “Multi-Sub/Object” and set the number of materials to two by clicking the button under SetNumber. First material in the list is the body material and the second one is for glass. Lets set them up. Body material will be the difuse map bitmap “fx3_panels_9f.jpg wich is in max’s folder under materials/space. This is it if you can’t find it.
Now set glossines and specular levels to null. Click the parent button to get the list of materials and select the glass material. Click the color box in the newly opened window and set it like in picture.
Now set opacity to 40, that will make the glass see through, we will not add reflexion since under water its too dark to have a reflexion. But since it is a bit fluorescent we will set “Self-illumination” 10. Lights are done by placing an omni by pressing F12 and putting in these values in the perspective viewport.
Go to light lister and set everything like this.
Now to make the two lights that will be used as lighting from the sun through the water. Switch to top viewport and in it make a free direct light, than position it to stand with these parameters.
Clone it by pressing ctrl + v as a copy.
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