Is it an FPS gun or third person? If third person, you should have no problem just baking them down to something simple. No one is going to notice the extra modeled in depth. For first person I highly recommend modeling in the rails. The extra depth you get is worth the tricount increase. Tricount isn't a big issue these…
Hi there guys, I am going to render a model for a job presentation and as I am not good in rendering and I also got up for Maya 2016, I am getting in trouble doing the render test for my shaders. Basically, when I render my stuff, it gets like a strange tesselation on the specular light part. Anyone can help me to solve…
I think you might just need to set an option in the lowpoly's Object Properties to stop it either being rendered by mental ray, or stop it from recieving/casting shadows. I seem to recall that's the fix anyway. I always just use standard Skylight for baking AO so I never run into that issue :)
I am not really someone that is good at talking on forums the way I used to, but that has more to do with memory and such. Having said that, I really, really don't think this place is dying. (I do wish that there had been less use of photobucket back in the day lol) I should really share some of my work again, I actually…
Hey guys, it's LoM Chaos. I've been researching a utility scene which is very crucial to my indie game team's graphical asset pipeline. Here is the utility : http://www.metaplace.com/wiki/index.php/How_Metaplace_Makes_Art It basically renders sprites from an image using a certain scene set up. Any ideas?
Hi guys, I've added a displacement map to a material on my object. I then added a composite which contains 5 layers. I added a displace modifier to the object and instanced the composite in the map section of the displace modifier panel. I'm getting this when rendering: I've no idea as to why. Any help would be…
As long as your render engine is set to Mental Ray it shows up in RTT. The MR-AO material does a few cool things the most common is for beauty renders, you apply the material to everything and render out AO and multiply that over your first pass.
I am encountering a problem when trying to render a mib_glossy_reflection shader in maya, no matter what I do the object it's assigned to get's cut-out in the alpha as black. I tried being smart and just assigning the output of this shader into the incandescence of a lambert and surface shader but that just caused a crash.…