Bump Just rewriting my question, it was a little confusing. Pay no attention to the leaf cards in the above screen shot. I assume I should just apply my normal texture to the diffuse slot to get my normals for the leaves. Is there a way for render to texture to respect the alpha channel of a texture card. Like for tree…
Pretty much finished, this is the mental ray version with a 100x100 texture. Forgot to, but am going to add his 2 hairs just using a black poly plane. Tried doing a vector render but his eyes and mouth don't show up, is there a way to define certain sections of a texture to render normally with vector render? I tried…
thanks man, not sure if I described my problem accurately enough, I want to have a normal hi-to low poly render to texture (diffuse), but with alphad objects included in the render to texture. If you do that, the alpha areas in the diffuse are rendered black instead of whatever should be beneath.. Ive just tried rendering…
don't get hung up on the "super low poly" stuff that people will insist is what the DS is all about. 2048 rendered triangles is actually a fair amount - everything is backface culled, you won't render anything you cannot see, and it's impossible to slow down rendering with adding more triangles. It'll just hit 2048 and you…
that looks incredible. I really love the design and use of the base colors. the teeth bother me for some reason though. I'm working on a turntable to present my model better. Its been about 5 hours and I've only done around 50/150 frames. :( Maybe I shouldn't have made the pedestal slightly reflective. I removed the…
Rendering it as geometry would speed up the rendering time, but kill the scene file. You could use proxy objects or Xrefs so you're working with a low poly object but rendering the high, or just bake it down and fake all the lighting so the low poly works. I would probably model it out, bake it down to simple geometry with…
When you say light the scene you mean "sky" light or "environment" light, right? Because HDRI taken from photos usually doesn't have enough light intensity in what supposed to be sun area there. It could if you render background in a 3d soft but usually don't. So you still have to setup sun light source and environment…
hey! new here. i've been working on a 3dge project for a few years now, and i'm trying to learn how to make efficient lowpoly realistic environments. here's a look: (render, i had to temporarily remove the mixed textures from my blender file exporter, and reveling in ray traced ambient occlusion, i'll be hand painting that…
Tangents are vectors in object space that are usually perpendicular to the normals. Binormals (which are also sometimes called bitangents) are usually perpendicular to both the tangents and the normals. In all common tangent spaces used today, tangent vectors correspond to pointing to the right on your UV map in 2D space.…
Shelves and custom hot keys are really awesome. I often find I've been modeling for hours without even once going switching to the modeling menu set. Anyaway, I'm still using Maya 4.5, so I'm sure a some of the add-ons I use are now obsolete and/or come with Maya 6 but here we go... One essential thing that I use most…