I just finished my rendition of the Sci-Fi Light. I created the light model using Maya then did a minor pass in Zbrush to add a little surface damage and to not make the edges so sharp. I then sent it into Substance Painter for the texturing and finally imported it into Unreal engine for the final render and used…
Tried this method and the hair looks much better. The only thing that looks weird, hair seems to lose details when zoomed out even with Far Opacity, and it became lot lighter in color, almost like solid color in full figure MRQ Renders.
Isn't raytracing one of the features often touted as the future of rendering technology? And isn't the specialized nature of 3D rendering dependent on the current approach to 3D rendering? Doesn't my argument still hold water despite my lack of technical knowledge, and didn't you just prove it for me? The extreme…
Sorry about bringing this topic back I just had to go back one last time and fix this piece. Though main concern is how to get more likes and views on my artstation account? I spend endless amount of time trying to create pieces and no views them...I usually post on social media, however, no luck. :( More renders on…
I would brighten the render and fix some of the wonky edges around the headlights from the hood and make the front fenders match the concept, they kinda just swoop over it instead of being a part of it. It would be good to add some more depth to the wheels as well they feel sorta flat.
Or atleast she's supposed to be . Here is the model for the improved gaming news show we're making at Binary Picture Show. I'm head of BPS, and one of the three guys who worked on the model. She's 3700 polys. She took a long time to make, but it was important to do it right since she's the show's centerpiece. Here is a…
It's a bug in the 3.11.0, sorry... it selects the hxGrid map renderer by default(which is a distributed renderer that requires the agent.exe running on the cluster of computers + one running the coordinator.exe). It's solved in the 3.11.1 beta 1 and in the final 3.11.1 that i'm going to release in 2/3 days. To fix it…
Hello, Well , i'm doing an art test at the moment and I am forbidden of using any kind of "post production effects " for my final render ", I can only do and have the final render of the scene done in 3ds max. So I have some basic question about what a mobile game studio would be looking for as a "render for a real time…
As much as I would love to start using this software by default because of its awesome features and fast rendering speed, I can't quite yet at the moment as I'm struggling with a few inconsistencies compared to my regular xnormal outputs. I'm not sure if it is because of the handplane baker's algorithm or if it is…
If you are working with 3dsmax there is an option for texture filtering and prefered rendersizes , i think by default it´s something like 256*256 and you have to change it yourself(this is only for viewport if i´m not mistaken) But it looks like maya... do you get the same results if you render the image?