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…
Like can you get good results with it? I'm not sure if that's what Hossein Diba uses in his final renders? I'm trying to decide how to do the hair on a character I've been spending too long on I made a really complicated outfit with so many subtools so i feel like putting it all into maya (and probably resizing it) would…
First off, what are your references? I am asking because bones are not shiny unless they have been coated somehow. Its not clear what you used to render, unreal or blender. Can you tell us what is the reason behind using one render over another? If you dont know what maps you used then maybe you are not proficient enough…
You can't make maps from polypaint if your model doesn't have uvs. Toolbag can handle a lot of polys. But without uvs and textures you are limited to the global settings for matierials for parts of the model. You can make one part to have more spec, other less but that's all. You won't make anything as good as it could be…
Today I'm presenting a project that took me a few months to complete. I created a completely fictitious race, a sort of parody of Le Mans 66, with cars that I designed myself. I did the entire project on my own : vehicle design, 3D modeling, painting and rendering. I enjoyed making this project, and I hope you'll enjoy…