Hey, all. I'm finishing up renders on a new portfolio entry, but I felt it'd be good to post here first before I publish to Artstation. I'm looking for critiques on my firearm, the 1301 Tactical. I'm primarily seeking feedback on the texturing work on the shotgun, and the quality of the renders in regards to lighting and…
its very late i know, but i finally got some days off to do shaders and render for the prop that's the final result: https://www.artstation.com/artwork/rlree6
I made more tweaks to the lighting and some of the props according to feedbacks. For my main lighting scene I’ve generally kept it the same, but I have did tried different lighting scenes (see video) (I hope it plays) Also this is the final (?) version after trying a bunch of stuff properly rendered:
To add on, long thin triangles are problematic, because in game renderers each triangle has a bounding box that is used to work out what pixels need to be rendered, and the more empty space there is the more wastage. long thin triangles cause a lot of waste because they don't neatly fit bounding boxes. And yeah Noren is…
Hey there guys! I've just registered here to ask a question but I've been a silent reader for years and I really appreciate the community :) If this post is redundant and the question has already been answered (although I think it's sort of "profound" I deeply apologize, and you can totally delete/move/whatever you do here…
I'm observing some dark spots in some of the deep parts of the nose, too. Will take note of that in future renders. Yeah it's polypaint and zbrush render for this piece. I was thinking of retopologizing and putting in more detailed textures but I thought I'd apply it in my next piece. Thanks for the feedback!
Hi, So I have a scene that i'm trying to use a render farm to render. I'm getting some differences between my local render and the same frame done using a render farm. I'm struggling to pinpoint the issue and would appreciate any suggestions or help troubleshooting it. I don't know if its worth noting I am using substance…