Does your maya have the Mentalray "Lume" shaders? There is one Lens shader in Max called "Wrap Around (Lume)", it creates a spherical map, where the center of the sphere is the position of your scene camera. Nice thing to save these as HDRI ;)
i found this when i was researching this same subject in max. http://www.tomcowland.com/mentalray/tc_curvature/ there is a uv warp shader on this site under Shader Collection - Essential worth looking at. http://www.binaryalchemy.de/ these will be dependent on your mental ray version.
are you rendering with maya software or with mentalray ? i remember myvertex colors not showing up with mental ray by default i had to add some node to myshader to make it show up idont recall the name though it hasbeen years !
@"Eric Chadwick" I believe MR tangent calculator is pretty f**ked. Have a look at this post: http://forums.autodesk.com/t5/3ds-max-forum/mentalray-bug-incorrect-tangent-normal-map-calculations/td-p/6313176
I think this is solved by changing the Object Properties of the lowpoly mesh to be not visible to the camera. Because when baking with Mentalray in 3ds Max, it renders both meshes for some dumb reason. It could also be this: http://wiki.polycount.com/wiki/Texture_Baking#High_Poly_Materials
Hi guys, has been a long time no post here, here is my new WIP, I back Unreal this time for my character work. this is from MentalRay...I give up it for this one :P now i come back Unreal 4
This is mostly about lighting. Materials need to be tweaked to support the lighting and rendering, but mostly you need to learn how to light a scene. We have some good resources here about lighting http://wiki.polycount.net/CategoryLighting The help file in Max is a good place to start, for scenes like your examples above.…
@ivanzu Thanks for the comments! still trying to learn to use marmoset lightning. Hey guys ! Been rebaking my high freq on my normal map. Gonna refine my diffuse after this. Comments are most welcome ! Rendered in 3DS MentalRay
MentalRay is a lot better with alphas from my experience Plug your map into the the transparency slot. In the alpha map attributes there is a drop down box for Color balance. Collapse that menu and check the box saying 'alpha is luminance' dunno why but it works
So, I'm a big World of Warcraft player on Wyrmrest Accord. So, to inspire myself to some low poly art, I played with a piece of my blood elf paladin. Sketchfab turnaround: [SKETCHFAB]b09992ddf857456286b29b3744731a11[/SKETCHFAB] mentalray render(s):