Hi everyone. First post to Polycount. Here is a Unity 3D rendering of a sample of my 3d background meshes. Basically, there is a series of 10 meshes with different terrain features but all within the same ecology (for lack of a better word). They are imported into Unity where the user can translate, rotate, and scale them…
Human zsculpt Human textured and rendered in marmoset. 2x2048 D,S,N,G,E 24,000 Triangles Final renders rendered in marmoset Wire frames Turntables to come next!
A SIG MPX I modeled during my free time. Really wanted to push my texturing with this piece and learn UE 4 for rendering. Hope you like it! I would love to get any feed back on my texturing and rendering. Thanks! More renders on my Artstation. https://www.artstation.com/renzohernandez
Hiya everyone. These are the final renders for a re-designed Soul Calibur 2 environment that I've been working on. The fire effects and renders were done in UDK. Any suggestions for improvements would be very much appreciated :) Here's a link to a video render to show the animated fire and lighting.…
jumping on it. Portal 2 Personality Core (Test Render 1) a shot of the current rig and the proxy mesh is there. stay tuned for a WIP thread in both forums. the render is basically just for post-processing lookdev. the textures are getting there but the animation is way off. running at 95% speed to boot. apparently i forgot…
Nice ! Your tree texture is really cool :) No we won't render it into the SC2 engine, probably only Marmoset Render (super easy to use for a portfolio), but keeping a cartoony / in-game style render :)
Rock Wall Rev 01. Still WIP, comments and critique welcome! Top render has basic albedo and roughness treatment. Bottom render is more of a clay render showing height and normal.
Dragon Doodle Dragon Doodle. My goal was to render it only with ZBrush and Photoshop trying to reproduce as much as possible a realistic clay render like other rendering software... With poor results. - Artstation
Hey thanks for the comment Nuclear Angel =) I rendered in Keyshot, did two renders for each image: one with a simple light setup and another with a full environment. Then I played with the renders in photoshop.
Thanks! I baked the normals in xNormal, it seems to be the most consistent for me. These are rendered in Substance Designer with Iray. The Marmoset renders look ok, but they have a lot of render artifacts when using GI.