If you are using Blender I'd highly suggest looking into using Cycles for your renders. Cycles is built right into the latest versions of Blender, is fast, and can produce very good results. It's very easy to get it going in Blender. For normal maps, to bake the high poly details to a texture to use on the low poly mesh, I…
I'm rather disappointed m8, the texture seems rushed and the materials are lacking in comparison to some of your other work. Bland materials. The black grunge everywhere is quite overdone and doesn't really make a lot of sense. It's just... everywhere with no rhyme or reason. I'd consider greatly toning it down on the…
It's been a busy week, but I don't have a lot of stuff to show on here. I've been working on lots of behind the scenes stuff like optimization and fixing random mesh errors. I do have a few things, including an update to the road bridge. I managed to use the road texture for the bridge as well (after breaking every paved…
Probably a real-time refraction technique. This kind of effect has been around for a long time. Recent example model https://sketchfab.com/3d-models/real-time-refraction-demo-mosquito-in-amber-37233d6ed84844fea1ebe88069ea58d1 The method is basically a two-pass real-time render. Render what's behind the glass to an…
Bullshit, good art is good art regardless of render method. Ingame renders are required to prove you understand the tech and put it to good use. lighting, composition and presentation skills are universal and work regardless of the rendering pipeline. to the OP I think the folds on the pants are really noisy and random, I…
Hey back with some renders. Also double-checked my settings and I was baking the normals for 3ds max so all fine there. I re-did the UVs and baked at 2k so some of the seams and errors I was getting previously have decreased although the smaller branches dont have that much detail to them due to the UV space given over to…
Correct. I thought about excluding them, but it doesn't really matter. I changed the render stats so they aren't rendered anyway. Thanks for the tip about 'ls.' That little command seems to have a lot of tricks to it for doing something so seemingly simple. Using hyperShade is the way to go, right? Did this: Got this: I'm…
Here is more progress on my prop. Thanks to the awesome critiques I have went in and adjusted the materials so it does not look like a big coke can. As for the normals on the back plate I found that the green channel had to be flipped. Here are my updated maps for the fire extinguisher and a wall panel I added so it does…
Maya isn't very good at real-time transparency sorting. If you were to render the scene from an angle where the geometry seems to disappear, it would be fine in the render. It's actually pretty much the same as many game engines. Most games tend to use "alpha test" transparency (a pixel is either fully opaque or fully…
Hijack : I dont think so hehe. Its a great technique but I think Adam means something else. Adam. For starters you can check some solutions already available for regular renderers. Max used to have a plugin exactly for that, and now MentalRay has an architectural shader doing exactly this too. (ever monder how come shitty…