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Models To shinny


knighty01
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Hey Everyone, My models cars on gta sa come out way to shinny how would i fix that? Using 2011 3ds max

Its maybe your screen is too bright or you have to prelight your object.

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Here let me get a picture

 

 

user posted image

user posted image

Sorry but I can't see any shine and bright on the car confused.gif

 

All I see is a plain black car

 

Do you have ENB on or like I said is it your screen?

Edited by Slaya101
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I don't have enb and my screen is really low. Why don't you stop trying to pretend like you know what ur doing. I am sorry to be a asshole but I need some one who knows what they are talking about.

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It's on the car i am showing now every other car is fine. I am trying to edit my older model but now its just coming out to shinny...

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I'm assuming you're using GTA materials? If so, you need to dial down the specularity setting for the material(s) affected. I suggest somewhere around 30% - you can always tune up or down as you see fit later on.

 

Note that I'm also assuming other settings, like spec. map and spec/ref blend are either defaults or near so.

 

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How would i do that in 3ds max i am a noob and would i have to put every texture into the material editor?

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Could I possibly send it to you and u can tune down the reflections?

There's no need for that - I'll walk you through it, it's pretty straightforward... One question first though. How is it possible that you created a car and exported it without already having all the textures & materials you needed set up in the material editor? And yes, you should have a material for each single or multi-material, which is why I'm curious that you're asking.

 

I'll assume you don't have things already set, so here's how you can get the needed textures into the material editor:

 

- Once you have 3ds-Max running and your model loaded, start by picking 'Material Explorer' from the Rendering menu. When this dialog opens, you'll see a list of all materials that are used in the current scene.

- Leaving the Explorer window open, click in a neutral area of the main screen and press 'M' to bring up the Material editor window.

- Go back to the Explorer window and determine which one is used for your car's body color. I say this one because it looks like this is the one that's causing your problems. If you're not sure which, just follow the next steps until you find it. Just repeat until you do.

- Notice the small thumbnail of each material on the left of the Explorer window? What you need to do is click-and-drag on the correct material. This means click on it and hold down the mouse button then drag it. So, drag the thumbnail (notice how the pointer changes) over to the Editor window and move on top of the first blank slot there then release the button.

- Once you drop the material into the Editor window, you should see the window update. Hopefully, the car was setup with GTA materials. If not, then things are going to look different!

- If it IS a GTA material then you'll see sections devoted to the main attributes below its listing. There's one section for each type. The one you seem to be most concerned with is Specularity so focus your attention on the one labeled 'Specular Image'.

- Right next to the word Glossiness is an input box with a spinner next to it that should contain the value of specularity (or gloss). If this value is high (range is 0 to 100%), either directly enter the value 30 or use the spinner.

 

Now your shininess (as you put it) should be set to the right value and you can now export again. Note that this process I just described is not the only way to go about things but, off the top of my head, is what I gave you. You could also have just opened the material editor window, clicked on the 'Pick from Scene' button and imported the material that way too. Also remember that you can repeat this process for other materials that might also be set wrong or not at all or if it's a bit much for you, just scroll to the bottom of the window where you can click the "SA Default' button for default settings.

 

This is why you should have materials and textures set up - so that you can set all their attributes BEFORE you export. Oh yeah, don't forget to save after you're done setting up so you don't have to do it again the next time you want to edit your model.

 

Good luck!

 

PS: Please don't ask me to do it for you as I have my own projects to work on and things to do!

 

 

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  • 2 weeks later...
Objective Solved. May close now

Arent you atleast going to say thanks to the people who helped? sad.gif

And you were very rude to Slaya101.

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