Cool - yeah so the issue here is if there are intersecting meshes, some of the rays can end up inside the mesh at the borders. If double-sided isn't on, the rays will shoot through the surface. Creating water-tight low poly meshes without intersections may help to avoid it too. This will also tend to reduce the triangle…
What tool are you using to composite with? Photoshop is notoriously bad at handling color spaces properly. What 3d software are you rendering with V-Ray in?
When ray tracing is enabled, each texture set is effectively treated as a unique mesh object. This can cause some seam artifacts along the material borders. We are investigating potential fixes for this, but for now, it is a known limitation. A workaround would be to remap the UVs so they are all on a single texture…
A see alot of glittering generalities in this thread but not much concrete and pointed advice. To the OP, the games industry is a hit or miss place,you can be fortunate and have a solid career in a company such as Valve or you can bounce around companies being treated as a resource as opposed to a person. As fun as games…
Hey all! Just want to show a progress on our game project that currently on kickstarter. I would like to hear feedback from you Here's the teaser: https://youtu.be/I1Drg1tliI0 for more info visit our website: funomaly.com We used Unity engine. And screenshots:
I could see it replacing the typical PC, as Hawken was mentioning. Why have a giant PC on your entertainment center, or even on a desk, if all you're going to do is browse the net and play games that are available on the PS3. I honestly think that the PS3 and the 360 are going to start carrying every game that is available…
The neon glow of city streets shimmered on the slick pavement of District 43. Ashe walked briskly through weaves of dark side-alleys as the rain drizzled on around her. The faint adverts and slogans echoing her eyes and ears were frustrating, but she couldn't help feeling a familiarity and longing in the lights. As bright…
I'm with Alec on this one. In my case it was rendering, raytracers like Mental Ray can consume a huuuge amount of ram (especially the shitty one implemented in Maya) It's the reason why we've switched to Renderman, much more efficient.