Portfoliohttps://www.renhuiyang.com/ Services Hi there, I'm a 3D Environment Artist available for contractor/freelance work. If you're looking for a generalist with additional areas of expertise; you can also find pages related to Technical Art & 2D Art. Highly experienced in modeling, (PBR) texturing, rendering,…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
Towards the end of the modeling process I started to think of my final illustration. The last few projects I've done, I've taken them straight from Zbrush to Keyshot to render passes, and finish up with a paintover in Photoshop. This process has been popular for a number of years now and can be quite liberating in…
XRef's can be a bit buggy. Pitfall 1) Sometimes they'll stop updating when you update the source model. So its normally best to wait until you're done with an asset before placing it. If you're in and out of the source file making edits, there's a good chance it will freak out. When it does freak out, you'll close the…
by render window, i think he is expecting there to be something like scanline render or mental ray, and to ansswere your question ArchieVision you cant, VW is purley meant for modeling no rendering, so to render a scene move it to a other package or use a standalone renderer
looks like an exposure problem. Are you using photometric lights? If so make sure to work in a proper scale. (set scale units to metric or inches) realistic lighting is based on realistic measures. That way you can really be sure of what you are doing. Also as a tip, create a matte arch and design material and put it in…
Thanks toilet_bear and Torch. Thanks Konstruct. I will try to get a nicer render done eventuall. I did attempt to do separate render passes, but my (way, way underpowered 5 year old) machine chokes. I figured I had two options: 1 - use low-res geo with displacement maps. 2 - render the high-poly straight using mental ray…
Also...... don't forget about possibly needing more computers or some sort of a mini-server farm to render out animations if you're doing 3D. I currently only render out on my singular ASUS laptop that I bring into work so I'm basically forced to use lower quality materials/stylize everything and use the cheaper/quicker…
Well, the geometry needs to be tessellated (converted to triangles) before it is rendered, and each renderer has its own way of tessellating geometry, so that's why it happens. I think you should be concerned with nice renders once you're done modeling and at that point you can fix the SubD surface so that it's possible to…