I feel you man. Took me till I was like 27 to figure out I REALLY wanted to do art after flopping around between graphic design positions. Now I work on my art/skills every day and night trying to get my portfolio ready and get better; and the day job is just... a day job until I can get a job doing art that I love.…
That is quite accurate. My gf is a compositor in the film industry, in order to get the skills needed for that job she went to a trade school. Now she owes like $50k in loans, but can only afford to pay off the interest incurred, so despite paying over $600 monthly to Sally Mae, her total (what she owes) doesnt even go…
its red because rays are missing i don't usually bake with cages because they're a pain in the arse but make sure the cage is encompassing the high poly and if you have any control over projection distances, try making them a bit larger
I have been experimenting with the viewport 2.0 for sometime now and I am wondering if there is a way one could fake glow effects in the viewport like its emitting light with rays around the object.What I do presently is attach a plane with alpha transparency to fake light rays around the emitting light.Does anyone know of…
Morning all. Working on a project and I was wondering if anyone knows of a workaround to Render to Texture Mental Ray Subsurface maps. My models won't be animating so I am trying to render a nice subsurface map for many models. Everything I have tried so far renders black but I wonder if there is some simple map type I…
Hello All, I recently started modelling, the progress was great, but I found myself at a halt. I would appreciate some advice about the workflow or which objects and functions to learn. I work on 3ds max Exclusively with mental ray, not so long ago I aquired V-ray, but didn't got into it atm. I'm enclosing some of my works…
Have you tried deleting the lowest subdivision level instead of using the 2nd? There are a few things that pop in my mind like trying to uncheck "subdiv uvs" down in v-ray; remove all filtering also in v-ray and minding your scale when exporting from zbrush. If you find another solution I would like to hear it, please.
Apart from the obvious (sync to any engine handplane supports) you can also avoid the ray-cast errors without using a cage, if you bake the OS map with the lowpoly set to averaged normals, as OS ignores the lowpoly smoothing in terms of shading, but will still cast the rays from those normals. Though a cage will always…
Looking at your uv's it looks like there are some hard edges going on? Hard edges will break up the projection rays of the mesh. If you do not have hard edges on your low poly mesh; The ray casting of that area is probably not in the general direction of the rest of that emblem. Try rotating the triangle in that problem…
Do as Warby said and use ray-traced shadows instead. It looks a lot nicer, and well worth doing if you're using Mental Ray anyway. Just turn off shadow casting for the light, make it an area light and make sure final gather is on. You can then tweak the "samples" setting in the Light attributes to get more detail out of…