Hey All,
I'm very new to 3DS max, but am learning a lot of necessary stuff through tutorials online. I was able to create the start of a wheel rim / tire (shown in this picture); however, cannot seem to get the rim to look chrome.
What i've tried so far:
Add a standard material with a diffuse color of black (R:0,G:0,B:0) and change the specular level to 90 and glossiness to 80. Went to material/map browser rollout, maps roll out, standard and chose Raytrace and dragged this Raytrace map to the reflection input socket of my standard chrome material. This i got from my 3ds max 2015 essentials book and did work on the exercise but not this rim model.
Could it be because the Rim is just a linear plane right now? There is essentially 0 thickness to the rim design. If i was to fix this would one way be adding thickness? Also it looks like i 'converted to editable poly' way too many times on this rim, and when i try to edit it, it is nearly impossible due to how many vertexs / edges there now are. Is there a way to 'undo' a convert to editable poly?
Thanks!!!! Would greatly appreciate any help.
Google chrome rims.
what makes chrome look chrome? The reflections. Your rims don't reflect anything.
>>495203
>There is essentially 0 thickness to the rim design.
Thickness is irrelevant.
> Also it looks like i 'converted to editable poly' way too many times on this rim, and when i try to edit it, it is nearly impossible due to how many vertexs / edges there now are. Is there a way to 'undo' a convert to editable poly?
You've fucked up.
>>495210
Increase the specularity.
>>495213
increased to 999, still nothing :/
>>495213
>>495216
lowering the glossiness worked. obviously still looks like shit as i am i a newfag. What exactly does changing the specular / glossiness levels do?
>>495217
specular describe how reflective the surface is, as in how much light is returned back in the angle of the light source.
glossiness regulate at how wide an angle to the lightsource causes a specular highlight to occur.
These are simplified and effectice classical approximations of how light behaves in CGI (blinn/phong shading models) and not to be understood as physically accurate descriptions.
>>495258
So specular = intensity of highlight.
Gloss = tightness of highlight.
>>495259
You can see this live in the material editor as you adjust the values.
>>495259
>>495288
v good. any other pics like that
>>495288
there is no "specular" and "gloss", only reflection and roughness. This is almost 2016 kiddie
>>495560
> fighting over terminology
you are gey
>>495561
I'm telling you what the PBR system is and what its terms are, kid. The terms are very clear - roughness and reflection.
>>495564
> What are synonyms.
Do you think specular and gloss mean something else ?
>>495572
nobody knows what those terms mean. if it was synonymous it would be gloss and matte
>>495560
Actually there is specular and gloss. This is 3D not real life you retard. You can still (effectively) use spec and gloss in pbr rendering. Take your rules and go fuck yourself you don't know what you're talking about.
>>495560
>>495564
why waste your time shitposting when you could just make more 3D stuff?