thanks man, not sure if I described my problem accurately enough, I want to have a normal hi-to low poly render to texture (diffuse), but with alphad objects included in the render to texture. If you do that, the alpha areas in the diffuse are rendered black instead of whatever should be beneath.. Ive just tried rendering…
don't get hung up on the "super low poly" stuff that people will insist is what the DS is all about. 2048 rendered triangles is actually a fair amount - everything is backface culled, you won't render anything you cannot see, and it's impossible to slow down rendering with adding more triangles. It'll just hit 2048 and you…
that looks incredible. I really love the design and use of the base colors. the teeth bother me for some reason though. I'm working on a turntable to present my model better. Its been about 5 hours and I've only done around 50/150 frames. :( Maybe I shouldn't have made the pedestal slightly reflective. I removed the…
Rendering it as geometry would speed up the rendering time, but kill the scene file. You could use proxy objects or Xrefs so you're working with a low poly object but rendering the high, or just bake it down and fake all the lighting so the low poly works. I would probably model it out, bake it down to simple geometry with…
Hm, simply throwing the meshes into Painter and baking an normal map (OpenGl), then rendering the mesh with that normal map applied in Toolbag, I couldn't reproduce the shading issue you showing in your post. Here is the result I get in Toolbag (hid the left boot for better visibility of the seam): Attached you find the…
Tangents are vectors in object space that are usually perpendicular to the normals. Binormals (which are also sometimes called bitangents) are usually perpendicular to both the tangents and the normals. In all common tangent spaces used today, tangent vectors correspond to pointing to the right on your UV map in 2D space.…
Shelves and custom hot keys are really awesome. I often find I've been modeling for hours without even once going switching to the modeling menu set. Anyaway, I'm still using Maya 4.5, so I'm sure a some of the add-ons I use are now obsolete and/or come with Maya 6 but here we go... One essential thing that I use most…
Did you render directly out to EXR? If you rendered to PNG then converted those to EXR, then likely it needs to be re-rendered. Also, half float should be plenty for this. Full float is way overkill, unless you’re doing major color editing.
Hey, We are currently looking for an artist to work remotely for 3 months +, solely working on realistic hair for (Humanoid) Characters. Modelling, Texturing and then implementation into Unity. UNITY EXPERIENCE IS A MUST. The look we are going for is Uncharted 4 style hair. We are an Irish Games studio working on cutting…
Here the result of a new obsession, like the Teapot Model I always find this bathroom on my way through Montevideo and I say to myself “It looks perfect for a videogame prop” and now the prop is a reality, always fulfill your dreams or model them. This 5490 tris model started with me taking at least 30 photos in the square…