I am having trouble rendering normals. I shouldn't be rendering it anyway since its made to be going into a game engine. Heres how the bench looks in UE3 which is what i had in mind while making the normals: I don't know why they look the way they do in the render... I know part of it is because of the lighting though.
The problem is that *every* app calculates tangents just a little bit differently, but atleast maya and xnormal can display normals rendered in the respective programs correctly(or "mostly correct"). I'm pretty sure that max renders specifically for offline rendering, and uses a different method for realtime display,…
A little closer, I deleted everything in the render output except "final color" and used top menu's Render>Bake from Object to Render Outputs now the UV fields have edges, but still aren't rotated. Does anyone know how to get the rotated UVs on the model to bake into the UV texture map? Thanks again for the help!
Good idea, however it didn't work :( . The idea is to cause the fall off map to read the dark areas of the ambient occlusion maps as area's that light will not hit and then render the shadow and light map accordingly. If that doesn't work out, is there any way to change the ramp of the ambient occlusion render to make it…
I also had this problem recently. I do not know why it does it, but I found it would give the error if I tried to render a file format which was not supported by mental ray. The renderer would switch itself to maya software once it failed to render the .psd fail and from that point on, I am unable to save the file.
A friend is telling me that 3DS MAX 2008 features a working render-to-texture tool, so you can render a complete map with Mental Ray. Does anyone know if this is true? It looks like rendering a complete map with scanline works pretty well, except that its scanline and looks like junk I guess thats what photoshop is for.
Here's a sculpt of 2 members from "The Crew" need critiques on the render as i want to render them out nicely. These were done a while ago but i didnt like the render. And here's the one i did last night still a very rough blockout though hers the concept…
Damn man :) Nice update on the last render. I think you fixed what stood out as the big issues. I agree with Joopson though, about the polaroid preset. It makes renders a bit dull, and often hides a lot of detail. Hiding is not good :p Maybe have a one more render that's a bit clearer as a good compliment?
Nervouschimp, I'm actually surprised The Foundry didn't gimp the rendering more since that's Modo's bread and butter. 4k render limitation is not bad at all if you're doing concepts, motion graphics, or animations. Houdini Indie limits rendering at 1080p and it's more expensive than Modo Indie. In a perfect world Maya,…
interesting subject... a guy's butt... /shrug i think your problem is your inability to render forms. practice rendering forms in pencil. create spheres, cones, and cubes. then make more complex shapes that are fused, twisted, and overlap one another. then render dynamic light over their surfaces. these understandings will…