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.
It's more likely an issue on the rendering side. If you're using Maya/Arnold, try searching for that. This is also a good resource to look at: https://www.cggallery.com/tutorials/disp With the 32bit image, even if it looks black there's still data there.
@Shrike -Em...gpu rendering is very popular now because its very fast and stable.A lot of renderers are now switching to gpu for renders.Cycles and Vray 2.0 are some examples of gpu renderers. Cycles is currently being improved to be faster.I haven't tried Vray 2.0 though.I have to say Modo's renderer is the fastest when I…
mental ray takes into account opacity but i don't konw how much better you render times will be. rendering opacity in general takes awhile. i found this out when i had to render a sequence with alphaed hair for a cinematic. when i hid the hair the render times went from 15 mins a FRAME to 1 min and 20 secondes. but i use…
Hi everyone, I'm creating a 3D animated, voice acting series called The Rise of The Infection. It's a zombie apocalypse survival story about two sisters and the people they meet in a dangerous, changing world. I've already created most of the characters models in MakeHuman and I have voice actors lined up, I'm also working…
That depends on the quality and performance of your rendering solution. What's your target engine? (Assuming you are talking about realtime rendering.) Normally you'd want to have AO to fake contact shadows anyway (ideally only for the ambient part of the light). AO maps on the other hand can give you more detailed control…
When you edit a material on an object and its linked to a Asset file it will change the asset file and have an effect on every other object using that material. If you want to create a unique instance in edit mode you can just copy the material asset and assign it to the renderer, or you can create an editor script that…
Define your target plattform. We are still stuck in the XBox360/PS3 world. Modern video cards are 10x more powerful than Xbox360/PS3, still all modern games target first the XBox/PS market, then the PC market. Addtionally we had a shift in rendering technology in the last decade. From forward rendering to deferred…
I don't have much first hand experience with pre-rendered work, but I've heard that rendering in Maya can be a nightmare compared to max. The key is that as 3D artists we must build our assets to the specifications of the tech that is using them. Although your assets may have spec maps, that doesn't mean that they're…