Welles - Thanks mate, the green render is a Vray SSS. Switz - Thanks! You're right, they could do with a lot more work; I'll finish them up before sculpting something new. Thanks for the feedback, appreciate it. :)
Also a side benefit for waiting for the 900 series, if you plan on getting a 2560x1440 or 4k display, the 900 series should have more vram and higher memory bandwidth, both of which start to limit performance at those higher resolutions.
I wish this was around when I was a kid, I would save up every dollar I could to buy 3d software off of shareware catalogs, it was usually shitty VRML software and stuff like POV-RAY which had modeling via command line.
I would like to go on further and ask you why you have done the panels they way you have? The reason for all those panels with screws and such, would be for them to be easily retractable. That is, that installations are drawn on racks and shelf behind the panels. If you really thought of what installations and wires are…
the thing to keep in mind is that its an uneven comparison between a sculpting/map extraction/resurface/texture paint' app and dedicated texture paint app. so when you talk about integration with maya etc your talking about a much broader set of issues. for instance from maya i can transfer shaders with texture…
while its good to understated how shaders work specular is just a non-physically based approximation of reflectance. for the forcible future secular approximation is going to be used for shaders. even in more physically accurate systems like vray and mentalray you still have secular available. because it 'looks good'. and…
possibilities - they don't have stylistic art test in stock. - they use external render such mental ray vray,or corona to bake light + texture information in their pipeline. instead of 100% hand paint. some game look very very stylistic but in fact they are 3d, almost no hand paint. but i just speculate since i dont know…
Here's an article about vray that briefly mentions the difference. I'm assuming it works similarly in Marmoset. Just ignore the app-specific things: http://help.chaosgroup.com/vray/help/150SP1/render_params_colormapping.htm Linear tonemapping: Linear multiply - this mode will simply multiply the final image colors based on…
Great guys. I've been doing a lot of "realistic" studies in tb2 but here you go another questions I've set some cool looking shader but if I tweak the camera like changing the focal lenght the scattering and etc seems to be affected. The shadows get noisy and the scattering goes too soft just changing the camera settings.…