Problem with placing a texture on the mesh though is that if you go to render the object to image or place them in a game or real time application then you have to worry about taking the extra step of swapping maps upon render or export. If you aren't relying on the vertex coloring of the mesh for your application then by…
what he means is the performance tab in the task manager. gives you a meter on the left hand side as to what the current memory consumption is. it would also be beneficial to look in the processes tab and take note of the current memory consumption state before you render, which would just be the program running at it's…
Ah yes, breaking up the lowpoly when it's meant to be a single seamless mesh will cause those seams. Normal maps are rendered based off the low-poly normals - as soon as you break polys you will change the normal angle at the break, so when you stitch them back together the normal maps will be trying to calculate lighting…
First off, what are your references? I am asking because bones are not shiny unless they have been coated somehow. Its not clear what you used to render, unreal or blender. Can you tell us what is the reason behind using one render over another? If you dont know what maps you used then maybe you are not proficient enough…
You can't make maps from polypaint if your model doesn't have uvs. Toolbag can handle a lot of polys. But without uvs and textures you are limited to the global settings for matierials for parts of the model. You can make one part to have more spec, other less but that's all. You won't make anything as good as it could be…
Something small that's been bothering me, the "sharpen" function on the 3DO renderer. The way it is default looks good (if not a bit too sharp), but if I remove the sharpen filter entirely (turn it to 0), everything looks really blurry. Is this an issue with the renderer, or does turning "sharpen" below default actually…
Woogity: Hey Woogity, yeah maybe the anatomy on the chick is a bit off. To be honest this is the first 3D female I've attempted. I'm going to try to keep that in mind and focus on the anatomy more next time. Slave_Zero: Thanks man, I totally agree on the truck, I'm going to play with the hue of the tarp/awning a bit. Will…
1) MentalRay messes up the padding if you have more than one map output in Render To Texture. So bake each map (bump, AO, diffuse) one at a time and only have that one map in the output slot. Its a pain but its the only way to get MentalRay to correctly calculate the edge padding, which it looks like you need more of... 2)…
The normal map was generated using the normalmap plugin in GIMP. I took the color map and painted over the white tiles with parts of the green ones. To blend them in, I used the blur tool. Before I converted the image to a normal map, I desaturated the image to greyscale and adjusted the values. I know you all have your…
Hi Guys, I've got a question about HLSL rendering in Maya and renderers in general. I'm intending to make a skybox for my showreel an I wish to do it in HLSL instead of UDK. I looked into using Maya but I couldn't get transparency to work properly, it renders the background but does not calculate correct transparency…