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Magyar Cavalry Helmet ca. 950 AD.

3D Studio Max Realism posted on Mar 04, 2008
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Description


I've been trying out all sorts of techniques, in order to improve my renderings. I'm embarrassed to say how long I spent on this simple mediocre attempt. I experimented a great deal with procedural maps to get this less than satisfactory result. I tried dozens of metal material tutorials, none of which exactly suited my needs. The base material is a Raytrace but it is too reflective for my taste and I don't know how to reduce it. Anyway, I'll eventually make this available as a Poser freebie once I figure out how to duplicate the procedural in that app. Critiques welcome.

Comments (9)


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killerkane

8:39PM | Tue, 04 March 2008

I dont know about critiques my friend, but i really think you are too hard on yourself... i like it. i think it looks pretty darn good.

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Porthos

2:39AM | Wed, 05 March 2008

This is spectacular, that is some fantastic modelling - the metal is awesome - BRAVO!!! Looking forward to it's release! :)

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Rodma_Hu

11:02AM | Wed, 05 March 2008

Thanks for your interesting post. Metallics are a mystery to me. However, I might suggest exploration of hair simulation for the tail. That's kinda fun. Anyway, thanks for not using ZB on the model. Nice work.

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TheAnimaGemini

10:35PM | Wed, 05 March 2008

I really have no critic here. Great work.

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chimera46

10:51AM | Thu, 06 March 2008

I think it looks great, I wish I knew how to do materials properly in 3DS, so I could have some advice for you. In any event, best of luck with it!

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Kartika

3:50PM | Sat, 08 March 2008

Nice!

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FS

2:28PM | Sun, 13 April 2008

Great render!!!Brilliant work!!!

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DukeNukem2005

2:52PM | Wed, 16 April 2008

Very beautiful, remarkable and very interesting work of art!

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TomPhillips

12:49PM | Sun, 19 October 2008

Very nice model, the plume looks fantastic. I love the 'Hammered' look but I'm tempted to agree with you that it does look a little shiny although I'm not sure if that's what you mean by "too reflective". It could mean that you'd like to see more of the colour underneath, which you can achieve by making the reflection colour grey instead of white or better still put a Fall-off map in the refl. channel and set it to fresnel(If you find that this is too dull in the centre increase the IOR in the Mode Specific Params). Or, it could mean that the reflections are too clear, not blurred at all. This would probably be more difficult to solve convincingly with the scanline renderer as it doesn't do blurred reflections. One thing you could try though is editing the bump map you used, assuming it's a procedural map. Place a small sized fractal noise map in both slots, in the white slot make it white and light grey and in the black slot make it black and dark grey. This should further break up the reflections but it will still follow the the pits and ridges of the map you've got. I hope you find something you feel is right. The model certainly justifies you being satisfied with the results.


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