what is the proper way to apply an AO map for the render to texture roll out?... i've made sure my renderer was on mental ray, but there are a few MR settings and i dont know if i'm using the correct one, but the result i get every time is black poly clusters... I took the map into photoshop to see if i should just invert…
Some additional sugestions from my side (I'm refering to the desk-scene): You shouldn't throw all your work into one scene. At the moment it looks like a random composition of things you created an put it all on that desk. Take the things which relate to each other like the gun, handgrenade, Knife and get some other items…
Hello everybody! This is the first model I post here at Polycount, it's a low poly Fender style bass guitar; some views, rendered with the really useful Marmoset; I hope you like it!
Hi everyone, Over the past couple of weeks I've been learning Maya. (I'm using the 2012 version). I am now experimenting with lighting and rendering. Over the past couple of days I have encountered a strange (and annoying!) issue. When I render my scene on "preview," I get the following. When I render my scene on…
Hello, everyone! This is my last personal project which I did in my spare time. More HQ renders here Hedgehog modeling and sculpting - 3dCoat Fur and needles - Ornatrix plugin Grass - Forest Pack Render - Octane Hope you liked it! You can buy this model soon... Best regards, Andrew!
Hi, i think there is a problem in the scaling of my objects in the rendered image. The table is really big in the rendered image compared to the table in the viewport. When i switch to other renderers i don't have this trouble. Do you know any solution? Why do i have this problem? I look forward to your responses.
Not game/engine related, but I've never run into this before and I can't figure out for the life of me why this is happening. Rendering a scene with no daylight system, just two Area Omni's near the ceiling where the light fixtures are emitting GI. If I place a spot light in the scene and add a volume light, it renders…
Hi all, recently I've been working on a high res project hoping to create a realistic render of an old camera. I have only created game assets before so I don't have much experience in ultra high res realistic modeling / render. Besides keeping everything hi-poly and bevel everything, is there anything else I should keep…
In my sketches, I'm trying to do some quick projects, but I like to see them through to the end. I hate not finishing my projects, so I like to do small things sometimes that don't require dozens of steps to complete. Sometimes I just want to make a pretty render with good lighting, experimenting. I like those things.…