Hey guys, So recently I’ve worked on an eat3d tutorial for Mech sculpting. Where in the last character the focus was getting a fusion between organic and mechanical, I was trying to keep the design of this completely mechanical. For the design, it was heavily influenced by the Marine and Firebat from Starcraft 2. The model…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…
Ah ok, I kinda get where you are looking now. To make nice renders. Well 25% is probably just rendering skills, which are just toggling the right buttons really. 25% is probably the models. And then 25% is lighting, and then 25% is a good angle. The latter 75% of all that is kinda fluffy in nature. You could have awesome…
[ QUOTE ] Oh and with regards to managing large complicated scenes, as far as I can tell, Max is just as capable as Maya? Is there anything in particular you're referring to here? [/ QUOTE ] The rock solid referencing system for one, especially in regards to characters. On the project I'm currently working on I've made…
CryTSpace isn't the official name btw, just what I imagined their tangent space would be called if they cared enough to officially define what it is. The tangent basis is formed by three vectors which are perpendicular or close to perpendicular. There's the normal vector, which points straight away from the surface and…
Absolutely, it looks almost like a cell shader (which is not intended :D ) I think it relates to the lighting, somehow the metal pieces are not picking up the reflection properly. Already started transfering it to Unreal which I will use for the final renders and hope it is something which will just go away with proper…
This is literally blowing my mind, You are fine with what you have, your are not creating stuff for production you are creating it for your portfolio, if your hardware takes too long to render you can literally render at 1920 x 1080 because that is the only thing you need at this point. Just work on smaller pieces, no one…
@dGreenberg Thanks man! Yeah, I waffled a bit on the neck and I still made a few tiny fixes that aren't represented in those renders. The tattoos actually helped balance out the longer neck a bit, kinda filled it in. The renders are actually just some basic ZBrush BPR render maps. I messed with some of the layer settings…
What you've got in the render is actually the correct behavior for what you have set up currently. What's happening now is that since the front is transparent, the back things are showing through this transparency, which is correct. If you need the front to be black but still occlude the back parts, you might set it up to…
@thomasp Yes, the painterly effect is an issue with denoisers for sure (in all apps that have them). It works better in some cases than others (scenes that require fewer samples to converge tend to be more stable). You can set the samples per pixel setting higher if your GPU can handle it, which will give cleaner…