Hello all. I'm finishing Character modeling project and I'm setting up my final renders in Arnold Maya. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far: https://www.artstation.com/artwork/xDRB1E
Created renders of the high poly piece on the low poly in substance painter, with overall good results so far. Texture render: No Texture Render: Texture Render: No Texture Render: Texture Renders: No Texture render: Texture Render: Texture Render: No texture render: Texture render: No texture render: Texture render: No…
This is a 3D Modeling and Rendering project Software: 3DS Max 2023, Vray, Photoshop. Modeling of the interior space based on CAD drawings and a few reference images provided the client. Some interior objects is also modeled from scratch, after completing the rendering, post-production is done in Photoshop. Project…
Zbrush doesnt have smooth shading in the viewport, so these will not pop the same way as in max. This is why I never decimate You could probably use bpr render to see if you make this visible in zbrush
hi i'm rendering a scene with volume fog. i want the fog to be rendered as a separate image and i know i kan do this with render elements. but when i render i also get the fog baked into the scene render. is there a way to render the fog separately without it showing in the scene render? or do i have to render it two…
Hello everyone, I am doing poses of the character model I have developed in the past few months, in order to polish it and then import it to Unreal Engine and create renders. The character I'm developing is Joker, based on his classic BTAS design, and I am aiming to create renders that resemble those seen in Smash Bros…
I missread the OP. :# I think he meant inflating low poly. It's what I meant. Doing it to Hipoly is indeed weird. Inflating low poly along vertex normals to bake world space normal map on the other hand is where low poly itself become the cage . That way it works in many renderers that are not supported by regular texture…
Warrior is my practice in modeling tactical clothing and gear. Clay renders and wireframes were done in Zbrush, Maya and Arnold Render. Concept by Oleg_ Ovigon. Discover more at https://www.artstation.com/artwork/lDe3ZO
I don't know how to enable this.In Maya after a render, the render time displays at the bottom of the window and then u can save a copy of that render and compare the results of changes u have made and render time. Is there a way to enable this in 3dsmax?I know of the render time that shows at the bottom of the UI window…