poopipe has the right way for viewport purpose, which is what you want, but if you need to render it out: Create a clone of your mesh. Apply a push modifier with a small value. Place a wireframe material with 100% self-illumination on the pushed model. I wish there was a render with wireframe overlay option in render…
Cheers for the help, but I'm not sure its quite what I'm after. Would this be accessible on the scene rendering mode? (where you would select Textured/Render Paths/Lightmap Resolution etc.)I'm also not sure how I would integrate this shader so that it would override the scene view rendering method? Sorry if I'm not being…
I love how she turned out but I kinda feel like the renders feel washed out. The original concept, while having the same palette, pops more. There's almost a hazy vibe in your renders. I wouldn't mind seeing some renders that just have more clarity and material definition separation. Still, the technical execution is…
Spot on. Due to being australian I'm forced to go into the arch viz industry. However there is a massive lack of people who understand both traditional rendering and real time rendering. You still have firms relying on photoshop for the majority of their renders (no 3D at all!) I want to fill that gap which is a less…
Hey Ack Master, I'll try to figure out how to crank the settings on my AO render layer. I'm still kinda new. I'm trying next to do a wireframe render. I see alot of portfolios that show the wireframe render. Still working on the Jet Bike. I wanna try to put head lights on it like a Yamaha crotch rocket.
Yeap you can definitely render this out with marmoset toolbag 2, although I imagine that rendering this inside of a game engine will allow for more flexibility and more complex lighting system. I found an old polycount monthly recap that shows a mini environment being rendered inside of toolbag2.…
[ QUOTE ] Man, I don't think even the XBOX 360 could beat that right now! [/ QUOTE ] Are you serious? Forget the 360, there isn't ANY hardware out there that could even come close to rendering that in real-time. It takes weeks for a 500 CPU render-farm to render this stuff, so you can forget about something like that…
Mental ray seems a bit error-prone in Max using render-to-texture. I've given up using the mental ray AO for now, and instead render out a lighting map using the scanline renderer, with a single white skylight in the scene. I'd like to use the mental ray AO more often...hopefully these issues will be resolved in the next…
I worked on the hands and feet a bit, added accessories and bulked up the body. Crits welcome, thanks again for all the help so far! does anyone have a way to render off a model with its wire frame overlaying it? I'm just rendering off the wire frame material and then rendering a AO, and overlaying the two in photoshop.…
I'm not sure you're using the commonly recommended method for normal map generation. It looks like your normal map is being rendered with world coordinates. Most normal maps that are used in game engines are rendered using tangent coordinates. A world normal map might render correctly in a 3D software package, but probably…