I'm having an issue with the glare camera post fx in mental ray. It works fine with single F9 renders but in animations it seems to ignore it and i'm losing the glare effect. I have the luminance (unitless) value under self-illumination of the Arch and Design mat keyframed so that it increases over time. My renders show no…
This was only intended to be a quick piece to work on, but it's ended up dragging on longer than intended for various reasons - chief of which has been that I taught myself Substance Painter to work on this! I need to tweak the spec a bit for the steel, and obviously I need to add in various bits which are currently flat…
Hey everyone, I'm about to get started on my next portfolio piece. Following some advice from a few companies I've been in touch with through LinkedIn, one thing my portfolio lacks massively is any kind of organic/natural environment; trees/water/grass etc. So I've decided to attempt an environment which includes all of…
This should be a good one. But im of the opposite opinion of jox and i loved Megaman Anniversary Collection, and still when i got spare time and am at a computer i'll go to nintend8 and play the hell out of the megamans. So I can't wait for this to come out.
What you're asking is dependent on a lot of factors. What type of game is the scene intended for, what's your target platform, how much time do you have, what in the scene is most important as far as visual fidelity, etc. It's something that you will need to learn to make judgement calls on. Even if this scene is intended…
The high, unless you intend to completely re-model it in mudbox? Baking it in max or xnormal would be your best options, xnormal will be able to handle larger files without crashing etc. Only if you intend to make edits after the fact, like to mask out some of the work you did in mudbox? Otherwise the mesh you sculpt in…
well the model was supposed to be like the drawing but then i modified it to what you see now. and yes it has 3 Clips 2 on the back for extra ammo, they are not intended as a extra weapon. i agree it does look a bit boxy but the reason i changed it is because the But of the gun would not let the face be in a comfortable…
Hi! I'd note that some edges on the finished asset look quite sharp. I would make sure the highpolys' bevels are wide enough so they read nicely at the intended viewing distance (first person, third person, top down?) and show up in the normal map at the targeted resolution. Based on those aspects you sometimes might have…
yep all valid points :) it is indeed marmoset, i intend to keep this setting for the final presentation, thats why i adjusted all the maps so they work nicely. for the purpose of visibility i will turn the post effects off for future WIPs. for the eyes i thought it may be the lacking AO for wich i intend to add a…
A reminder from the original post, I said that I was basing the scene on the picture, its not a direct copy and I don't intend to make them exact copies. I've made the scene bigger by choice to allow more room to navigate because previously it was very narrow and tall which made the scene feel claustrophobic when trying to…