MDL is not that interesting for game art... yet. It's mostly aimed at people working with offline renderers at the moment, but the format is gaining momentum, being supported by Iray of course but also Vray, Redshift, Octane and Adobe.
agree! The only reason i use a 2080Ti is cause i need to render huge scenes with the GPU. And if the data doesnt fit into the vram its getting rally slow even with redshift.
do you apply the shader onto the patches..? the four little squares in the outliner..? maybe this video will help... its for redshift but its the same workfow for Arnold.. http://www.youtube.com/watch?v=tT-GS4wLFsU
A posed high poly sculpt heavily based on the concept Seraphim from Crux Lee! I did some test renders in Redshift, check them out here: https://www.artstation.com/artwork/R35nBr
just take a look what the big players like rebus are supporting... for us a solution to access your farm in the cloud with deadline would be most interesting... like zync or conductor... and support for GPU rendering... redshift prefered...
Here is a listing of all the additional long-running Substance threads : * Substance Designer - Release Notes * Substance Painter - Release Notes * 3DS max to Substance Painter * Learning resources * Substance Maya Toolset * PBR converter to Corona/Redshift/Arnold
The middle image in your original post looks like good plain old polymodeling and texturing, just on a larger scale. Then its been rendered in a production rendered like vray or redshift with GI. Then with a matte painting in the background and atmospherics added.
Hi all. I'm working on this dude. Trigon from DC movies. Still on retopology. Any feedback is always welcome. Did a test render with the zbrush mesh on redshift to get the feel on how is looking. I'm still not sure on the end result. Probably gonna try and port it to unreal. But I'd like to learn Katana in the process too