i think you mixed up workflow with processing speed and there it depends most programms use the cpu (gpu is on the rise !) for rendering out maps, so the more cpu cores the faster it usually is (at least if the programm you use supports more than one core for rendering) if you are using programms that render out maps using…
Generally you can't render transparent (as in blended transparency, rather than alphatest) bits over non-transparent stuff when it's part of the same material. Everything's done in one pass so the engine doesn't know which bits get rendered on top of the other bits. So yeah, you'll have to split the transparent part off to…
Long time no update, so here it is I think I am ready to move onto rigging him, I have added the top which can be swapped out. I rendered him here with a very low quality vray render. I think the final I will do a render of him in vray and probably through him into Marmoset. Any way this is were I am at now.
1) Hardware render should render pretty much the same thing you see in your viewport. You could look into using a CGFX shader in Maya or Marmoset Toolbag to render your art in a game-engine true look. 2) How did you create your normal map? Could be one of the color channels in the Nmap that does not correspond to the way…
@ Mr. Bear: For Most of the rendering being done, I used Jeff Pattons setup in his Gnomon Vehicle Rendering tutorial. It's primarily photometric lights set to display as rectangles, which then reflect in the A&D Materials. No Final Gather or GI, though I composited and AO pass into the final result right here. Here is the…
Is this for a nice render, or for an ingame effect? If its for a render, you could duplicate the hand and turn the duplicate into a light emitter (there are tutorials in the max help to do this) Hell, if it's for a render you could just post process it in photoshop. For in game you might already have problems getting that…
My first suggestion is to render in Marmoset -- unfinished models, textures, whatever; plugging what you have into a good and easy to use render software looks much better with less time investment in render settings. My second and really only other suggestion is that I think the cat needs some more attention to textures.…
Yeah, there's been a fair amount of flak directed at us over the AA support. Bottom line: We use a deferred renderer (there isn't really any of the Gamebryo code left in the renderer, it's all Trions). And in DX9, there's apparently a showstopping reason why a defferred renderer can't do true super sampled AA. A DX11…
Thanks, guys. :) I was wondering about what would be a good way to render out hand painted props for presentation. I've noticed that a lot of hand painted artists have rendered their props with an outline, so I gave 3DSMax's "Ink n Paint" material a go. I just wanted to get some feedback on the render and presentation.…
That's just the way the Max Render to Texture works with multiple targets as far as I can see. The render to texure/projection mapping is done on a per object basis, so you don't get problems with objects getting in the way of others when baking. Everything has it's own UV space, so once they are done you just need to…