Simple solution: - Create -> Skylight. - Press "9" - turn on "Use Advanced Lighting". - Press "8" - set background colour to something like light blue or grey. - Create a plane for a floor, apply a default Matte/Shadow material to it. - Render. No need for mental ray, Max's renderer is fine for standard global…
No I actually render just a fraction of the visible screen and then blow the buffer bitmap up afterwards. That way the flash renderer needs to render way less texels (pixel space of the visible texture triangles) + I get that old school effect so its booth a technical and visual choice (it really makes a difference,…
[ QUOTE ] No, they're very different. A displacement map will actually subdivide your geometry at render time. A normal map is a more advanced form of bump mapping. It won't affect the slihoutte or geometry of your model at all. Just how light bounces off of it. Very generally speaking, displacement mapping is used in…
You're also going to want to include some particles. You can render these fairly easily in 3DSMax. Just have one version of the metal plate where you can hide everything except a particle emitter. Then just keyframe the emitter to move along the letters. Hide the plate and render the emitter animation as an animation with…
The top is the image rendered in Maya (VRay 5) and the bottom is the image of the rendering display in substance painter. Both have the same texture resolution of 4K, but obviously the Maya rendered image looks lower in resolution. I tried turning off Maximum Texture Resolution Clamping in Viewport 2.0, but it doesn't…
Hello all, i made this Hornet Fighter drone along with a friend who i was mentoring through the process, Ivon Kraljević. He did the modeling and together we tweaked it as it was going on towards the finish. Later i wrapped it up ,gave it PBR definitions and did the needed renders. model Also, some Studio renders... and…
now while i hate getting negative feedback i need to learn to accept it and use it to improve my levels... so be as brutal as you can (but not too nitpicky). currently i am at work posting this and since i've only recently discovered how to not get halo's around my trees when rendering (see, stray sod wip), all i have are…
Finally finished this self portrait I've been working on. It has been halted many times so it took a while to finish it but I like the end results. Sculpted and modeled in zbrush, some aspects including the hair cards are done in maya. Textured in SP and xnormal, rendered in marmoset toolbag 3 and post processed in…
Hi, i wanted to ask if is it possible to make the side faces and borders of a displaced mesh ( plane ) smooth like in Arnold or another offline renderer. Here is what i mean: Arnold: Marmoset: Marmoset material settings: The displacement is a 8k seamless texture at 32 bit in PNG. Normal Map the same. The plane has over 1.5…
Hey, here is a scene I made for an assessment, its a diorama of a scifi scene set on an alien world. I developed models in Maya, did Hi poly's in Maya and Zbrush, Baking in Marmoset toolbag 3 and did texturing in Substance Painter. The final presentation was done in Sketchfab which I've provided a link for but I also did a…