I am a professional 3D artist specialized in architecture and industrial design. I work with 3d Max and Vray to produce very high quality photo-realistic renders. To view my complete portfolio and contact me, please check my personal website: www.3dzigzag.com
well im working on some DS stuff and it would be quite nice if someone has an idea how to render passes without actual edge anti aliasing. mainly to ease masking colorkeys and stuff. the max manual didint really help at all - but at least I now know thats actually intended, for whatever reason... well, maybe I'm just too…
Hello! Please look at the picture below, You could see there is one line in the road but it is 3 in the render view! How to fix this?! (I already google searched but I haven't found a solution for this, although I've found a same topic for Blender but because of the different software that I work with, it was not useful)
Here's my first lighting project in Maya. For my first attempt, I was happy at how it turned out. But I know there are things that need to be changed. I'm still learning Maya more and more, so I'd like for people to tell me what puts them off about this render so that I can get the best out of it. (*By the way, I know the…
http://wiki.polycount.net/CategoryRendering Started this page today, hopefully to start to fill in the gaps of my understanding about game rendering terms. I'd like to clarify things like "texture fetch" into artist-friendly prose, make it easier for artists to understand their engineers, and open the doors a bit to better…
I made a couple of animations in maya using the materials and stuff and I'd like to make a sprite sheet out of them so that I can put them in Unity. Here you have an example of an older effect I was working on(Download required): http://diederikv.com/Test_01.avi Now what I am trying to do is put it on a plane an render it…
Nvidia implemented it in their drivers. All SSAO requires is the depth of the scene from the camera perspective. So from the drivers side of things, it's easy for nvidia to implement it as they have easy access to the depth buffer. The general route with deferred rendering (at least in dx9) is to render out the depth to a…
I have always had this issue that pisses me off. I get a procedural texture how I want that works in view and totally different in render (not same scale, most times larger than set). How do I get these setting to match or get damn close?
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Hiya peeps, I recently did a video tutorials on how to paint out ugly seams using 3dsMax's render to texture and Photoshop "patch tool" Enjoy! And if you have any questions or requests I'll be happy to assist. [ame] http://www.youtube.com/watch?v=M-maHIFYhb0[/ame] ~t