I think the values of the black marble are way too dark. I sampled the pixels from your image, and there are a lot of them that have 0,0,0 RGB values which might be one of the reasons why the lobby somewhat looks uncanny. Shown below are the absolute black pixels which I selected in Photoshop:
Those white pixels could be a result of a too high specular value. You could also turn on color clamping. These white spots are superbright pixels which don´t translate well when vray saves the image which is internally rendered in 16 or 32bit per channel as 8bit per channel.
I want to make a nice render in Zbrush and I keep getting uber-pixelated results. From what I understand I am supposed to first, set my document size to a larger size about 4000 pixels wide, then press AAhalf on the right viewport and then export under the document window. I must be missing something because these are the…
Nobody really did it that way, what we really did for such a building 25 years ago is having the roof of that building be just a thin stripe in UV with rather parallel vertical grooves ( by stretched out pixels) rather than actual tiles which requires much more pixels. And doing that we got much better details for facade ,…
If you're going with pure diffuse, with over 1 million pixels on your model (1024X1024), you're going to need to put more detail on this diffuse map in order to convince any sane person that you are using the space. That's almost 2,000 pixels per face! Make it look more like this: Make sure to get all those nice bevels in…
If I were you, I'd break the model into more modular pieces. For elements that are large and you can't do anything to break them up without creating seams in the lightmap, increase the lightmap resolution. Like Marchwarden said, be sure that every separate surface has its own pixels. Overlapping on a pixel mixes the…
They look pixelated because of your resolution size. You unwrap them into 0-1 uv space, but how big is your unwrap? What size is your texture? Can u post a picture of the 'careful unwrap' you did? Also, pixelation might occur in normal maps if your smoothing groups are different from your uv shells.
The way I validated my test before was checking the brightness value with the color picker on the same pixel before and after applying the b/w filter with all values set to 100(I believe those settings are a percent value). pixels with 70% brightness stayed at 70% so I assumed it was very close to taking the luminance of…
....Proportions of the sword? You might want to bevel the handle that is squared out. Just to give it some smooth edge ( Just a little bit) like it is in the concept. :) You can get rid of that pixelated edges in the normal map, by blending them out (just the pixelated edges not the entire thing.) Over all, kick ass work…
I would argue that the PIXEL ART thread moves relativly slow in comparsion to WAYWO and the others, so in my opinion the max amount of images per post could be increased to 3 maybe. That gives one the chance to post small gif animations. Limitations of image size (pixel and kb) should be enough to make this threat…