How you split it up boils down to two different compromises. Number 1: between easy usage and creative flexibility (dropping in whole building vs. being able to combine small parts into different buildings) Number 2: compromise between number of draw calls and triangles that need to be rendered. Ther's a limit to both that…
thanks guys. :) @alberto: yeah, im curious about that too. lol. i know for a fact a cylinder wont be able to capture that in a bake, so i may just model the holes in. @Amadreaus: thanks. got the ref from Eliott Lilly, link to his website in the first post. @cookedpeanut. i tried to render out a wireframe when i made that…
A. You can save and load presets from Toolbag, on the top right about the material palette there is a row of icons, the rightmost arrow buttons are for importing and exporting materials. If you save the materials into <appdir>/data/mat/ it will show up in the material preset list (the checkered button on the top row). You…
Two things, most modern renderers and game enginers use linear space rendering. Marmoset Toolbag 2 and UE4 certainly do. This means that all the rendering calculations are performed in linear space. However, this DOES NOT mean you need to author all of your textures in linear space. When it comes to authoring content in…
I have narrowed down my max rendering problems to mesh density as when rendering my pc allways crashes when calculating the scene, plus if I try to subdivide in the viewport it crashes. This seems strange to me as I have an Intel pentium core 2 duo 2.13ghz with 3 gig ram now and sometimes it crashes with meshes exported…
You can easily do it in Unity with following instructions https://docs.microsoft.com/en-us/azure/remote-rendering/quickstarts/render-model Disable the "Remote Rendering" script seen in screenshot so it does not try to load anything from server. Import your stuff to the unity and add them to the scene. Just move your stuff…
What is this rendered in? Your renders tend to be really fuzzy. I understand it's not real-time, so full renderings would take ages. If its not real time, you should bevel corners of objects (unless you're still in blockout stage). If it is real time, bake the bevels down. Right now your scene needs a focal point,…
did this for the other thingy more planes rendering, less "licking" focus on the big forms, if u render the front of his brow-plane in a certain way u should do the same for his nose and so forth down, its all the front plane of the head, which is being struck from lightsource x. just think of this rather than dwell into…
Okay yeah so I checked with our engineers and this is a technical limitation. Basically the issue is the age-old problem of sorting transparent materials in real time rendering. Because the inside mesh is partially in and partially out of the outside mesh the renderer isn't quite sure which to render first. When you move…
Hmm it works for me to get rid of outlines around my renders, but I guess glow is another piece of horror then. Sorry. Just to be sure, did you save the png and test it in photoshop? Because premultiply will make the render look absolutely awful in renderview since it replaces the black background pixels with whatever…