Your CPU and GPU times are very low and your "saved by batches" is high which is good. Your shadowcasters number is quite high. That isn't an issue now but it may be if you add lights to the scene. By default, I turn all shadowcaster switches off for each object mesh renderer unless I know the shadow will be seen by the…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
There are a few edges in the handle I might re-route so the quads look more standard and have less of a chance of doing something funny with the cage. It looks like you're ready to start baking, you can do that in 3dsmax with Render To Texture (RTT) or xNormal, both have their advantages and disadvantages and both have a…
Well presenting a fully interactive (walking) environment to a client can be a very impressive thing, especially if they are used to only getting images. I guess with U4 nothing holds you back trying it out. I think CE3 is not as good however, as they use realtime GI which is surely amazing for games, but nothing beats the…
Thanks for the crit and encouragement guys! I went back and made the head smaller and tweaked it out with more teeth showing. I also shortened up the arms. Not TOO much, but about where they looked functional. I probably could have made them shorter, but I am happy with them. So this guy is done for the sculpt. I'm moving…
Directional lightmaps? How does that work? I'm still a little shady on light maps. I know that for unreal I need to create a second UV set that doesn't have any overlapping UVs. But that's the extent of what I know to do with them. I'm unfamiliar with what else can be done. I assumed that Unreal just uses this second set…
Add a 'Scene Capture Cube' actor to your scene. In the content browser, create a new cube render target (under Materials and Textures.) Assign the render target to your scene capture cube actor. To update the render target, move the scene capture cube actor around. You can also increase the resolution of the capture by…
Veyron: the model needs alot more attention to edges. the polycount looks WAY to high for an ingame car, and yet you have all these hard edges everywhere. even on a low poly car you want to pay attention to the bevel/chamfer of an edge, its a very important element of vehicle design to have hard edges the lead into soft…
I am not sure there are any freely available. I wish there were some nice PBR viewport shaders for max. Meanwhile, wouldn't the built-in mental ray and it's custom shaders suffice if you are just looking for some portfolio renders? I know it's not real-time, but the Realtime and Offline rendering worlds have been…
Had the same question couple of weeks ago, I'm using 801 though but I guess it's not so different than indie version when it comes to the baking process..try this: You need to add a Shading Normal output and Bake from Object to Render Outputs. The Shading Normal output can be found under Render Outputs > Geometry - make…