Dear polycount-menbers, I'm currently doing research on a project for future clients of mine. Without going to much into detail I'm planning to build a web-based configurator engine which enables customers to design custom made clothing online. (I also posted this thread in cgtalk forum to broaden my input, please don't…
In the context of long thin triangles, it refers to the waste of shading processing when you have a surface that's not triangulated with care. As a necessary step, a GPU will process triangles in a way that is efficient when rendering the interior of triangles, but not so efficient when rendering the edges of triangles.…
OK, I took a quick look at it this morning and had it working perfectly within 10 minutes. The only thing I'm not sure about was the highpoly segment of the shoulder bit, it seemed to be an XRef from a different file not included in footsoldier.zip , so I made a new one quickly by cloning the lowpoly section and adding…
Hey guys. Got a new render and some wires at the request of vassili_zaytsev. I've never done wire renders before so I apologize for the choppy quality. I would love an isoline display option when I render with mental ray, because it subdivides the mesh from the smooth preview in two iterations, which makes the render…
This skylight is designed to the scanline renderer with/without light tracer.Its just faster with light tracer. The way how you can bake ao with MR: 1. Switch to the Mental ray renderer 2. Go to the material editor 3. In the material editor, click to the little box next to the self illuminaton. 4. Put MR Ambient/Reflective…
Once the level's in UDK the player will be able to move around it - it's likely that I'll render out a video from that viewpoint in addition to the static renders. I'll post more rendered angles of the overall environment in the next couple of days. The lighting will be natural, likely early afternoon light, since as you…
Marmoset costs $50 right now, not a bad investment, but not as cheap as some of the alternatives like UDK, which is free. Regardless of what you choose, displaying and rendering your models in a real time environment (ideally one designed for games like the Unreal engine) is the way to go. Every developer I've talked to…
Problem with placing a texture on the mesh though is that if you go to render the object to image or place them in a game or real time application then you have to worry about taking the extra step of swapping maps upon render or export. If you aren't relying on the vertex coloring of the mesh for your application then by…
what he means is the performance tab in the task manager. gives you a meter on the left hand side as to what the current memory consumption is. it would also be beneficial to look in the processes tab and take note of the current memory consumption state before you render, which would just be the program running at it's…
Ah yes, breaking up the lowpoly when it's meant to be a single seamless mesh will cause those seams. Normal maps are rendered based off the low-poly normals - as soon as you break polys you will change the normal angle at the break, so when you stitch them back together the normal maps will be trying to calculate lighting…