Also, side note when rendering your work avoid dark tones like black. I tend to use a cool blue or blue grey for my renders. Look into using Marmoset Tool Bag 2 for your renders as it removes most of the hassle other rendering methods have.
I get slight noise in my normals when rendering in 3Dsmax(Banding with Xnormals), all over the render area. I've use the settings for rendering, Hammersley with catmaull-rom. I've tried rendering a simple object onto a plain, and still get this noise. I've tried baking with a 16bit texture format, then transfering it to…
I was testing out normal mapping renders in zbrush, following these instructions: http://206.145.80.239/zbc/showpost.php?p=212154&postcount=2 , and I get a wierd...error? maybe.. Now before, I rendered this: But I have no clue how I did it. I can't import higher poly models into max to render the normals, because my pc is…
Real-Time vs pre-renderd really isn't that hard. Pre-rendered is when your CPU churns away at all the calculations software-wise (brute force to crunch everything). Real-time is when your graphics card computes everything hardware-wise (on hardware built specifically to calculate 3D) at 30 frames per second or more.…
I have been working in Substance Painter this evening and have managed to use the ID map for painting. I also created all the brand logos for stamping in Substance in Photoshop by using online images. As you might see, there are some issues I need to fix with the paint around edges. I also need to cut in the exhaust to the…
It makes complete sense and if you were asking someone in particular, specify. My argument is that artists and game devs should have integrity. We shouldnt be running towards a conclusion where our art and games look like the search results of a deviantArt page; http://browse.deviantart.com/digitalart/3d/ (Hit 'show more'…
haha alright well I don't get what your going for. This does work in a way since, DX mats have a software render mat for rendering (when you hit render). So you can have the real time shader in the viewport and the other mat when you render.
These are 4 out of 7 characters of a seven deadly sins project I made this year :D Zbrush, Maya, Substance Painter, Marmoset Toolbag - Sloth - // renders //thumbnails and sculpt - Envy - // renders //thumbnails and sculpt // mask and snake curve brush - Gluttony - // renders //thumbnails and sculpt - Greed - // renders…
Finished up this asset for a commission. A realtime replica of an EMD SD18 as uniquely delivered to the Duluth and Missabe railway in 1960. Commissioned for an upcoming rail sim. Blueprint accurate, fully rigged, Midpoly, 8k textures Special thanks to the people on the Polycount discord for all their help in improving the…
Ysalex - ohh, I see. hmm.. I wonder if I should try that, my mesh is just around 80k but with normal map, I'd assume it takes longer to render though. I think my head render took around 10 mins to render with the hair, and the default rendering settings. Thanks a bunch.