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…
hmm that's weird. It doesn't do that by default. I just tried setting up two spot lights with light fog with their cones intersecting and it rendered in a pretty sensible way. Are these being rendered on layers? Is there anything unusual about the way you have them connected to the shading engine? edit: oh, also just to…
Updating with 2 WIP Renders of the latest Prop/PBR Texture Project. Render 1: Mostly some work in hashing out an effective PBR Gem setup in Marmoset, as well as a study in Emissive textures. Render 2: Working on a Tesla-esque Faberge Egg, and building off of the previous study. Any comments/critiques/feedback are greatly…
You can bake normal maps in photoshop using NDo2. Though its results vary on a model-texture basis. When rendering in xnormals, inside the list of things you can render is an option. It's either AO or Ambient Occultion. This needs a model though. There is also an option to render normal maps into AO's in he tools window I…
Guessing Hatred wants a render without AA since it looks to rendered without filtering too (lowend ingame render, whatever). Way too sharp texture, his beard looks like steel wool when the texture is this sharp. Try toning the sharpening down to get rid of the annoying pattern of black and white pixels that's currently…
The only thing I can think of off hand since I hardly do any rendering with Modo (or any other software for that matter). Did you make sure to move the actual "Camera" item into the correct position to capture the rendered frames? or did you possibly just move the perspective viewport to where you wanted to render from?
Think I am done with the portrait. Now I am gonna work on the frame some more. I will print it and maybe copper leaf it, or just use silk pla. (rightclick open in new tab for full resolution, its in A3) Took a while, here are some progress images from the autosaves: Rendered with corona render in c4d. Had no idea polypaint…
I have a pillar that is Decimated out of ZBrush and I am trying to render to texture and not only is my diffuse map picking up this streaked lighting issue but my normal map is as well. Topogun renders out my normal and AO map just fine, but for more complex geometry I feel Max's render to texture with supersampling on…