I decided to go with the look found in car ads but I get a strange shadows under the car and I can't figure out how to fix it. Any ideas? This is a very low res render but I still get the same result on a more intense render. I use Maya 2016 I followed this tutorial for this render:…
Here is the high poly render. Had to fight the renderer for quite a bit - still doesn't render the material very well (normally, it should be much glossier) but at least it stopped producing just a white silhouette, in the end :) . Most smaller details were added to the normal map in photoshop, so I'm afraid the high poly…
FileTextureManager solved some of my problems; not all. I still have over 26 unresolved file paths; some are irreverent, but since Maya is finicky it won't render the scene correctly until the file paths are resolved; from there I can clean up the images and files, at this point I have black render to which previously…
Considering Autodesk's own rendering engine is childs play, I don't think it's wise to design a rendering engine around the software instead of designing software around the rendering engine. You put an engine in the car, not the other way around. I'm glad they've both made steps towards this plugin. It sounded like we…
Thanks Twister3, yeah i agree with you on the darkness of the background, it was my first time messing with post process effects in UDK and I think I got a bit trigger happy. I also need to do some more rendering techniques in UDK so i can figure out how to render a ground plane without breaking the continuity of the final…
Thanx a bunch man! So they come forth mainly in gaming engines, I take it they are script based/controlled? If so, is there no way to recreate that in Max? I have max 2009 32bit, and I render using mental ray (testing the finalRender renderer now, and I like). Is there a way to let the renderer know when to make the…
Thanks for the crit sybrix, I will try out your suggestions. Here are the texture maps. Here is the same models rendered with only default max lighting as opposed to the mental ray renderer from the other renders. I think this is closer to how a game engine would light them although I am not absolutely sure as I haven't…
Thanks! I've scaled my mesh to the standard size of a character for Unreal (96 units) however not much help.. Do I need to re-render the displacement? A few questions on Displacement mapping as I've only used normal maps for details. Does Unreal render black as height or the other way around? and would it be possible to…
Those renders from UDK are just amazing. I've been searching for a simple guide or tutorial to setting up such a render, but couldn't find one anywhere. Anybody know of one? The two links in the wiki have me believe that it's required to input commands into the console and use Kismet, both are new to me. There seems to be…
I saw this in the WAYWOT and this is really cool. The only thing I see that needs tweaking is the render; it looks like the AO pass is a tad noisy (top pipes). Maybe increase the MAX distance a bit. The model looks great! edit* I could be wrong on that, maybe it just needs to be rendered larger with an increase sample…