Spilled Coffee / Still Life CGI I am open to any critique about the photorealism of this render. Could you give me any advice on how to improve or give me directions for the next step for better quality? I really would like to advance more on the right path. Do not hold back the criticism. Thankyou!
Hey Everyone, I have some glass that I wanted to have a layer of sand sitting on in my mission. I figured this would be a reasonable place to try and use vertex colors. I made an evenly subdivided plane and set up a simple material that just took my sand texture and masked it using the red chan in my vertex color node (I…
With Maya 2017, Mental Ray is no longer a part of the package, and it have to be bought through nvidia now. I never used Maya 2016 because it was so damn buggy, and I've been thrust out of 2015 when mental ray kept having the abort render error. Now Arnold is having it's problems (yay!) I get a lengthy message and…
Hey! I have two models, created in 3ds max and textured in Quixel. One of them is an object, and the other one is environment. Can I somehow, using quixel or any different program (which allow me to put objects with quixeel textures) render those two models together? Thank you!
Hello everyone! This is my new personal project which I did in my spare time. Bust modeling - 3dCoat Hair - Ornatrix Render - Octane Hope you liked it! Best regards, Andrew.
Hello all, thanks for reading. I use Substance Painter and have been using the "baked light" filter for most of my needs. however, for textures where the height map makes the texture look right (pebbly leather for example) that method breaks down and the difuse map created is sub-par. So, at someone's off the cuff…
Is it possible to render out a video from matinee at a screen resolution higher than the screen res like 4 times higher in UE4 as u can capture screens a 4x the size using the console command in udk?
Hi. I'm trying to render a normal map using xNormal but the outcome doesn't look like the normal map. How can this be fixed? The highpoly is exported from zbrush while the lowpoly is from blender. Thanks, Blendermonkey