This is probably a nub question, but i applied my skin to the head of my model and the texture appears to be a much lower resolution in view port. When i render it out it looks fine like the 1024X1024 map that it is. But when im in viewport it looks like its 256X256 or somethin and all blurry. Is there a setting for this?
Download the complete tuto (with the working files) on Artstation Orb Gumroad: https://gumroad.com/orb Jron Gumroad: https://gumroad.com/environmentdesign
I would like to know if you dig the attachment, i feel like its missing something, it may be the materials, anyways! please continue criticing this pice :)
This week I focused on finalizing the project presentation. I completed all final renders and refined the lighting setup to better highlight the materials and overall composition. After reviewing the output, I made several small adjustments to improve balance, contrast, and visual clarity across the shots.
Here is how the model looks in the udk example scene. Half of the map is showing up as blue. This is how it looks in max. Anyone know a fix to this, I am sure it has something to do with how the uvs are mirrored.
2: The specifics of the your renderer make a difference but if you're using a double sided material it's not going to backface-cull any geometry which means you're processing more than you can see and that's bad. for thin stuff - glass panes, cloth etc. its a good idea. otherwise, stick to a single sided material
https://www.artstation.com/artwork/DgwPn Rendered in Marmoset Toolbag. Something I've been working on inbetween exams and gaming sessions. I learned a lot and I think it turned out great Please enjoy, and drop me some critique if you want to!
Ive seen a couple shots of high polys using a cool shaders that changes color within ambient occlusion. I'm digging the created effect and was hoping somebody could explain that process to me? I generally use modo and keysot for my renders so if any documentation is catered to those softwares in particular, that'll be…