So I have the face details done for a while but I keep changing her features to look more like the concept. But To keep this post updated here are some shots of it. I wish zbrush could render shadows between subtools, I quite like the renders, but hate not having shadows from the hair to the face and somehow the face…
Thats what im trying to do in 3Ds right now, more or less. I made the opacity map in Photoshop and switched my diffuse texture on my leaves with it in 3Ds, but im having trouble rendering it out. Most of the time it just ends up completely invisible/white. Im using RTT, but if i try using the normal viewport render it…
I'm working on more content, but it's not ready to render yet. In the mean time, I've rendered out some gifs for previewing on the forums. Here is a render of the decal for the fire scene. It gets overlayed on top of the mesh parts. These are the fire particles. The particle system is set up to use sub-uv and picks one of…
I've been working on this piece for a few months now, not entirely sure of how to accomplish it, learning things as I go. But, I hit a bit of a roadblock essentially about what was mentioned earlier in these posts: Does the linework clash with the rendering, am I showing enough through the rendering, is the rendering…
Hi MM, thank you for pointing that out. But how could you tell? Sadly, I really don't have the spare time to make this again. I'll be aware of it from now on, and try and pay more attention. An update on my progress:- Here's a turntable render of my base mesh with wires over the coloured loops:- http://youtu.be/aTYqxFl1pe4…
very nice art, but agree that the engine doesnt show it of to its true potential, one thing i noticed is a lack of colour in the shadow renders, like its rendered with a white ambient or similar, if the shadows in the render had more colour to them it would have more zing. also that floor is either suffering some nasty…
you might want to add a tiny little chamfer on the rubber band on it's edge because in rendering you actually never see edges so chamfering them makes it actually visible as a edge. It's one of these things about 3d that one can quickly forget becuase for us an edge is an edge - and if we were to draw an edge we would draw…
thanks for the quick replies! thanks for the crits too. i need/want em. i got some questions if anyone can help out... how do i get good renders for game models? i lose saturation and crispiness when i use the standard maya rendering globals. is there some standard render globals? and light setup? im using lamberts right…
on the other hand if the employer spots the rendering he migth think "oh nothing but fancy renders" I say go with a basic three point lighting. Or try and mimic the lighting from a up to date game engine. If you use a GI render or somethin like that i would atleast mention it somewhere. The short term advantages you get by…
Probably shouldn't be posting this yet, but almost done. The cloud on the right looks a bit wack, gotta fix a few of the textures. Rendering in Arnold... The transmissive materials (the smoke ring and the propeller bubbles) look super noisy after render, so I had settings craaaaaanked for em, which was jacking up render…