Hello, kanga! Thanks for the feedback, it was really interesting to hear that. Thank you for the high appreciation of my technical skills. Can you tell me in more detail what exactly you (and perhaps the audience) didn't like about the lighting and the environment? Regarding your question: no, I did all this work in Zbrush…
@SimãoSilva I think that's a solid blockout, looking forward to see it in Unreal. One comment I would make is that there is no proxy human visible in the in the render, for scale reference, thus making it hard to judge the dimensions. @Convergent31 Nice start. How are you planning to create the soft/fabric casing? Keep it…
Update #6 - (2019) Mercedes Formula One Car Final Renders (Student/Personal project only)- I will be uploading my vintage clock tomorrow for my final render screenshots. F1 car I did is a personal project over the summer and managed to texture it in Substance Painter. Gained more experience from using Substance Painter but…
Made the Low-Poly (2494 tris) in Zbrush, then Unwrapped it with RoadKill and baked the Diffuse and Normal Map with Xnormal and used Maya's transfer maps to make a gradient to multiply on the Diffuse. Also made a Color Specular, Gloss and Emissve Map. The textures are all 1024x1024 px. Then rendered him with the Marmoset…
Just in case there's any confusion as to what I was trying to do. I wanted to render a single master pass and then matte passes for adjustment layer masks. Some of the suggestions would only work if the objects are rendered as separate objects on black, then composited. Ok, below's my PNG testing (was no 32-bit) / RGB…
Ahh... I see. Yes generally the baking process take place before rigging and animation. However, animators generally animate with materials set to low quality or off to improve viewport performance. Often Maya and Max don't have the right shader configuration and it's just not important to the motion of the character.…
On your 'hell dude WIP': I really think you could be more selective about what you show. Your concept sheet with expressions and form was much more impressive than the T-pose renders, or the top shot. Your 'render 2' video of him walking isn't as strong as the posed 'render 1'. Personally, I would say to Render a new hero…
Thanks guys! To be honest, I would render it with a grey material on a black background. This is how I used to render my highpoly models (with vray) but since then I have moved to used a mental ray material. However, changing my render in this scene simply freezes my 3DS max :/ I guess it looks like a toy because of the…
Quick question about smoothing the blue wire insulation for Unity. Is applying a single smoothing group to the low poly wire models enough to make it look nicely round looking? Looks fine in Max, but in Unity? *************************************** btw, here is the result i got thus far anyone interested. It looks…