Yep it will work fine in 3dsmax9 as far as the baking goes, its only the composite material that might not work. Oh and I guess the viewport shader =/ There are a few ways to render out AO. Mental Ray AO: If you set your render engine (Render Setup > Assign Renderer) to Mental Ray. In the Render to texture dialog (0) it…
In this context I'd absolutely encourage investigating ways to reduce tiling with small textures as Eric suggests. learning these techniques pays off in all sorts of ways (i recommend mocking it up in photoshop/designer, then figuring out the maths later btw). but That particular example.. not sure I'd recommend it…
Noob question of the day incoming: Just made a texture for a model and it's rendering ok when im rendering it with maya software but when i switch over to mental ray it renders completly black. Im using maya 2012. Anyone out there knows whats going on? Rendering with maya software: Rendering with mental ray: Hypershade…
Finished Entrants (eligible for 1st–3rd place): * 1st The Freelancer – Alexander This character model is a clear standout. It demonstrates a
comprehensive and well-structured development process, fulfilling the requested
breakdown with exceptional clarity. Each individual component reflects a high
degree of intentionality,…
@kosh3d: Clever! You'd still have to distort those lines to get the exaggerated curves of the ball in the OP, but that should be doable. I was wondering if the 3D renders were maybe just a rough 2D hack (as in: wrong), but all other images of the ball I looked at show the same curves as well.
ok its about time: update with download: uv_toolbox_2.20.mzp it came out different as I expected or targeted at first, it has not yet the texel- texture size calculation scripts but in return many new features. The most notable changes and additions are:* width and height input values support (texel scripts are excluded…
Hi all, this is my first serious post here, i hope isn' t against the rules but i' m posting the work i' ve done in a while for a game invented by me, i don' t think the idea is special but i'd like to play an fps with those elements, this game is a sort of experiment before making a greater game we want to make in the…
So the problem is that i do not know how to render the shadow caused by the light emission from the IBL. The only way i can render it is by using "use Background" shader, but i do not want to do that as my final render. I want to be able to render it solo, with a render pass, for example. Please any help would be…
The issue is it looks really fake and weird which is definitely not the goal, I'm trying my best to make it look realistic but currently I'm stuck, it's rendered in marmoset.