I thought I would give this contest one more try. It passes by twice year, every year and it is always a bit enticing. Some of my cars were entered in past, but they were flops; early versions of creations made when I was still a green 3d artist. Things are rather busy with a couple of game projects, but I hope to be…
Here's my first lighting project in Maya. For my first attempt, I was happy at how it turned out. But I know there are things that need to be changed. I'm still learning Maya more and more, so I'd like for people to tell me what puts them off about this render so that I can get the best out of it. (*By the way, I know the…
http://wiki.polycount.net/CategoryRendering Started this page today, hopefully to start to fill in the gaps of my understanding about game rendering terms. I'd like to clarify things like "texture fetch" into artist-friendly prose, make it easier for artists to understand their engineers, and open the doors a bit to better…
I made a couple of animations in maya using the materials and stuff and I'd like to make a sprite sheet out of them so that I can put them in Unity. Here you have an example of an older effect I was working on(Download required): http://diederikv.com/Test_01.avi Now what I am trying to do is put it on a plane an render it…
Nvidia implemented it in their drivers. All SSAO requires is the depth of the scene from the camera perspective. So from the drivers side of things, it's easy for nvidia to implement it as they have easy access to the depth buffer. The general route with deferred rendering (at least in dx9) is to render out the depth to a…
Of course, I know the environment art pipeline and everything to do with modularity/asset reuse. I just wonder if I could make the exporting/importing pipeline smoother. If LiveLink is useful not only for animation, then here are the list of changes in Maya that I would love to do instantly see reflected inside Unreal…
I have always had this issue that pisses me off. I get a procedural texture how I want that works in view and totally different in render (not same scale, most times larger than set). How do I get these setting to match or get damn close?
Our client is looking for an artist to produce 3D models and renders of photorealistic sunglasses for their brand's website. Details of the projects can be found below: Photorealistic Sunglasses If you are interested in working on this project, please get in contact with me or visit our Become a Hero page to learn more…
Hiya peeps, I recently did a video tutorials on how to paint out ugly seams using 3dsMax's render to texture and Photoshop "patch tool" Enjoy! And if you have any questions or requests I'll be happy to assist. [ame] http://www.youtube.com/watch?v=M-maHIFYhb0[/ame] ~t