Hey, guys. I've been dicking around with normal mapping again and as usual I just can't figure out certain problems I'm having with it. I have a few questions. 1. I know .tga files are commonly used for textures, and .png's are generally unsupported, but why is this? I tried rendering out my textures as .png files and they…
Hello all! I've been literally dead on the community for a while. SOme of you might know me from 2D thread. I've been grinding and learning the entire 3D modelling / animating / rendering workflow, and finally managed to make one bust that has been modeled / topologized / textured / rendered all by meself! This is my first…
Hi. I've been trying to render my scene on and off for like a few months by now. And it (almost) always ends up with a message [V-Ray] [GPU light cache] Could not allocate buffer of size 1865MB! Or [V-Ray] [GPU light cache] Could not allocate buffer of size 345MB! One time it was just 14MB tho, but pretty much only those 2…
@Sidney Eliot Generally speaking, these shadow issues are fundamental to all renderers, not specific to Toolbag. There are some tricks that can be done in raster rendering engines to soften shadow faceting somewhat, but as you note in the last part of your post it's a problem there too. The software can only render shadows…
Nerdy stuff Pros VP2+DX11: Fast to render, fast to iterate. true WYSIWYG in viewport. No export/import to deal with. Can add FX and Cloth but not very fast. ShaderFX support. UE4: Fastest to render, moderately fast to iterate, have to wait for lighting to rebuild and shaders to update. Access to add fast FX, Cloth, Physics…
I can see how this could be problem with certain renders, but did you try putting in your final renderder and see if it works OK? Did you try breaking the edges into their own UV islands or adding support loops? Will the bake change, or will be the same? Also, I see some waviness on one of the smaller pieces on the right.…
My new character in zbrush 4r7 whole character modeling was done in zbrush 4r7. and renderd in keyshot used some new features from 4r7 they were really nice gun and some other props was done with zmodeler nanomesh was used for scattering bullets and stones fibremesh was used in modeling hairs and grass. and finally…
Been working on this one on and off since 2021. Time to finish it. Posting just one main shot first in case anyone has something to point out that I didn't think of. It's "mostly" there. Thanks. Marmoset Toolbag render.
https://www.youtube.com/watch?v=KvbDC4U4TfM (First clip made inside UE4 with the last update in my WIP project with firt ambiance test) Hi there, this is my first post here and i'd like to share my progress for this new project :) [WIP] SECIIIU-IV - Hardsurface project I started this personal project in order to perfect my…
The reason why they haven't is largely because of the graphic cards arms race. Traditional graphics accelerators have been a staple of the PC gaming and console markets for over a decade. And the rendering pipeline that traditional graphic accelerators all support is targeted at polygonal rendering. But there has been a…