very nice, lighting is a bit harsh though, I suggest you get some DOF in there to take away the crispy bits in the background (hard to focus the eye) do that and it'll look like I'm playing GTA4!! ;) just out of interest but have you tried rendering this with ambient occlusion turned on? I mean, not suitable for game…
I need to add thickness on render to flat object. i'm using v-ray + Maya. Is it possible? (This is cape of the character after the simmulation which need to be added thickness. Like after extrude). Thanks :)
These are a few shots from a bot model that I created and textured; modelled in Blender and textured in Substance 3D Painter. I'm only a few months into 3D Art and Concept Work and I would love feedback and criticism on this render. I also attached a 2D concept drawing that I did myself in the initial concept and sketching…
Hi. Can anyone give me some tips on their workflow to render out HP vegetation. Im allways stuck with this very flat final texture with no depth or anything. Colors are usually screwed up compared to viewport too, mostly washed out.
Hum , but in maya 2018 there isn't any other render system than arnold if i'm not wrong ? So all the maya toon effects are useless ? Sorry really not used to maya rendering
I rendered one of my old scenes in Marmoset Toolbag now that I know how to use it better. If you want to know how I put this scene together here it is: Part I https://youtu.be/OXqbBxqnrTE Part II https://youtu.be/ibfaHeLMr8I
Alrighty folks. I'm having issues with Max 2013 and rendering normals. All I'm doing is displaying these via normal bump. Same model, same texture. Any reasons why Max 2013 would display these so differently from Max 2011? Thanks! (I also have Nitrous and Gamma turned off for 2013) Max 2013 Max 2011
No point really in rendering this in marmoset. You'd be better off taking a screen in your native 3d package with just a basic 75%self-illuminated lambert. In fact rendering in marmoset is making your work look worse. Marmoset is better off being used for something that is normal mapped.
Hey, I was wondering if there's some effective method for rendering and displaying normalmaps in 3dsMax8? Some plugin maybe? I tried using a material with a dx9 normalmap shader on it, the problem is that I lose all parameters for the diffuse map that I put on it. And it can only handle one light at a time. I'm currently…
Just like the title says, I have a physX destructible mesh exported from PhysX lab and for some reason when I run the game on the XBox 360 the mesh does not render. It's there... just invisible like it's not there. Anyone know why this might be happening?