Trying to create some diffuse maps at HD and I keep getting all of these funky colors all over the rendered texture. They also don't appear to be rendering at HD quality (I'm working with about 53million polys) Any idea why this is happening? When rendering my textures I am doing so at the highest HD and subdiv levels.…
Hey! It's been a while since I posted anything. Thought I'd show-off this spacecraft I modeled a while ago. It was inspired by a concept of Charles Guan. I would include a link to his concept but unfortunately his blog is for private readers only for some reason now. Oh wait, it came up in google images…
Hi there fellow reader! For my first thread ever, I decided to show off some WIP of a gun I'm modeling for a School game project and post updates as it's development goes further. If you guys are interested, I could also post a few details on how I proceed (not that I'm master of modeling, besides this is my first try on…
Human Character Pearl Stage C Modeling in Blender Modeling of the head in Blender. Modeling of the body A small overview of how render would look with Cycles Render with node tree. Final render in Cycles Render, no more use of staying in this phase anymore. Time to go "high poly".
Adding detail, too much, too tired. Render is over exposured because I accidentally had turned one spare directional light on. Took 30 min to render with my lazy laptop, so want render it again today. [EDIT. Did new render anyway]:
Not sure why you need a physically based render of a wireframe, hah. If you do the above wireframe method then select 'Render' in the top-left of the Blender UI and select 'OpenGL Render'. You'll get a full shaded render for presentation, use a matcap 'N' and select something. Repeat.
I know there is grab brush that saves depth as alpha and rgb separately but you have to do save two times instead of just once. It's extremely annoying and also when you try to record this save in a macro action it often does less than the whole document for some uncertain reason. My guess probably by exactly same frame…
Also, side note when rendering your work avoid dark tones like black. I tend to use a cool blue or blue grey for my renders. Look into using Marmoset Tool Bag 2 for your renders as it removes most of the hassle other rendering methods have.
I get slight noise in my normals when rendering in 3Dsmax(Banding with Xnormals), all over the render area. I've use the settings for rendering, Hammersley with catmaull-rom. I've tried rendering a simple object onto a plain, and still get this noise. I've tried baking with a 16bit texture format, then transfering it to…
I was testing out normal mapping renders in zbrush, following these instructions: http://206.145.80.239/zbc/showpost.php?p=212154&postcount=2 , and I get a wierd...error? maybe.. Now before, I rendered this: But I have no clue how I did it. I can't import higher poly models into max to render the normals, because my pc is…