Exactly. I don't disagree with the problems surrounding the metalness workflow, but the metalness workflow does not = PBR. Issues related to the metanless workflow are not caused by or directly related to PBR. Physically based rendering is a holistic rendering principal that is not locked to any specific technique or…
yeah im not sure what is going on with my rendering i made it at school and someone had really fucked with the settings ill try to re render when i get home. I agree that the knees need work and the arm as well. edit: the side view of the leg looks very odd because some of the edges are showing through I am not sure why…
her chin is way to pointy and im not talking about the jawline but the muscle underneath the lips that protrudes like a bulb looks like its tapering at the point of symmetry. thats kind of a rookie mistake but its easily fixable. i notice your render is getting these weird tris. i was wondering if youre rendering in some…
https://www.artstation.com/artwork/BX1ZPz Hi there! With this blog, I want to share my progress on a project I made. The goal was to have a Tomorrowland themed cinematic video of a book. I am now improving the project by applying the feedback that I received. Feel free to add your own feedback in the comments! Final…
Hi KotBigimot, Is that a BPR render in ZBrush that you are using for comparison? ZBrush does it's own thing in the rendering and lighting departments and with Fibermesh it helps flesh out what is actually there. You will want to make sure your geometry view alone is looking good and not relying on the internal render. Make…
@TheGabmeister Thanks for your answer. It means a lot for me! :) Just to clarify one more thing... 5 & 6. How to get a render from game engines? Should I just print screen it while in Unity/Unreal Engine or are there any addons that allow me to take screenshots from it? Why Marmoset Toolbag? What's the difference between…
When doing wireframe games, you might want to look into depth cueing. In the simplest form, you can make more distant lines appear thinner by rendering them with darker colors; varying the alpha channel from fully opaque to fully transparent also works well. You also want to minimize the number of lines drawn while…
NURBS are not rendered in games. They are helpful for rigging and some other helpers, but almost everyone uses polygons. Neither Direct3D or OpenGL can render NURBS. Any modeling program that allows you to work with them that uses one of those two converts the nurbs to polygons before rendering (this is true with all…
Hello fellow young blood, the render was done with the marmoset tool bag. I havent edited this render in Photoshop. Thank you for the tips on the wheels as I was researching this piece I found about 3 different types of wheel set ups. This, the bigger ones I believe your talking about and my favorite, 4 little tiny wheels…
Yeah did a tonne of research and trial with that mip_matteshadow today, it actually does not support final gather light bouncing when it's set to not render so it's kind of useless. My whole problem was I couldn't get the light bounce I was after and the alpha channel I wanted since the ground plane bouncing the light had…