That looks like a kickass software renderer. Sortware renders are the dogs bollox for showing off detail. Excellent modelling/texturing work. What are you rendering with? My only niggle is with the shape of the trouser bottoms. They look too 'spread out' and seem to fold at a very acute angle. Is that so they don't clip…
why go to max for rigging? i dont see a need for sculpting since the thing is covered in fur and has pretty round shape. I'd just grab the closest base mesh you can from anywhere, do a quick rig, make a few test poses, and get it in your render engine of choice. get your fur and shaders setup first thing so that you can…
You can achieve the render-or-not-render-this-smiley effect a bit by having two materials and blending them with a sort of rimlight shader, in combination with hand-tweaked mipmaps (simplify as a circle/dot at LOD1, completely gone at LOD2). Stretching should not be an issue since 3D rendering 'automatically' does that for…
It doesn't have any texture applied other then AO bake, I believe. And even some rendering engine can calculate the AO on render time (like VRay dirt, for example). You might want to do research on rendering rather then texturing for this type of look. And of course, a clean high-poly model.
Taking time to model/texture the eyes is very important as they can be the difference in the render. Even if you can't see all the detail in the render, it's there, and almost imperceivably adds to the image. Test render in Keyshot Creating the eye geo as a polysphere rather than a polar-sphere avoids pinching artifacts…
Thank you. Yes I used Marmoset to render the images. I'm still exploring the software to have better renders. I can't seem to find how to render the wireframe. If you don't mind I added the link of my artstation and I have uploaded marmoset view files in it. Thank you
Tri = 3 vertices form one tri, and are rendered via the method of rasterization (real-time). All models are turned into tries for rendering with the GPU, as that's what the GPU renders. Polygons and faces are for simplicity sake the same thing. If your model is 4000 polygons, then it's 4000 faces. I think that's the…
Yes indeed. One reason people do those skylight renders is because it hides the forms. It's essentially a glorified silhouette render. You can really see the blobbiness of the shapes in your recent render with the higher spec. Some of the shapes, especially around the edges of the door and the headlights, are seriously…
Hello all, After a significant hardware and OS upgrade last year (going from a server-sourced Xeon to an i7 12700K, therefore upgrading motherboard and ram as well as moving to win10 out of necessity since such recent hardware isn't supported by good old win7), it turns out that the ONE SINGLE thing I was afraid could…
Hi, Here are some work in progress renders of my high poly Sturmgeshutz 3. Its still work in progress and included are some test renders of the high poly. Next stages for this based on feedback already received are to: Loosen edges on the bulk of the vehicle Add additional detail to the barrel sort a track intersection…