Just wanted to add my own experience with this issue: I'm still in the process of finding out best practices in regard to this issue and will keep this post updated when I find out new things. Btw, the official term for this problem is "Shadow Terminator Atrifact". --- Adding sub-division level in Marmoset This solution is…
*Update 2* *Update* (See post 13) Hello Polycount! Very long time lurker here that has finally decided to post something! Currently I'm a student in college working towards my Game Design degree, leaning towards the art side of things. I'll be finishing summer 2012 and hopefully have some kind of job opportunity lined up…
Ive just run a series of pretty exhaustive tests with simplygon 10 vs manual lods on a load of characters (we already know it can't cope with hard surface meshes so didn't bother there) TLDR : You'll get a better looking result doing it by hand for the same geometry cost - especially on the lowest lods Simplygon still…
I created these two busts after starting the new Ranma 1/2 show on Netflix. They’re modeled to resemble two shots from the original opening! For this project, I used Maya for modeling and rendering, with toon shaders inside Maya to achieve the final look. I then used Substance Painter to create masks and textures for the…
Are you still using vray, or have you switched to realtime renderer? I have no experience with what your options are for modern realtime rendering in maya. Downloading blender and using it solely to render with EEVEE if necessary is always an option, and it's free. As for the shotgun shell, I'm not sure what your…
Worked on some particle effects including a snow panner that blows over the surface of the landscape. Haven't really done any breakdown shots so I thought I'd share some stuff I've been working on. The goal was to make snow that blew over the ground and followed the flow of the landscape. This was done by duplicating the…
This is looking good, you got a nice grasp on color and brushwork already! The way you rendered the shadows in your still life is very pleasing to the eye, and the cool thing is that you got the right tools to push your volume rendering even further: 3D knowledge. Brushstrokes often basically describe plane changes. I…
I'm pretty sure that it works like this. Blender sends out a ray outwards from the low poly model with a maximum distance set by distance. If distance is left at 0 the ray is infinite. This ray terminates on the first thing it hits so it's more than likely to hit the back of an object and will terminate before it hits…
You mean like decals? A few thoughts and ideas on this:* use a 2nd UV channel for the AO/shadow map and render 2 screen compositions one with the 1st UV channel (your diffuse textures) and the other one with the 2nd UV channel and a BW texture for the shadow map and blend those 2 together using a multiply pass or similar…