Vray doesn't take the transformations on objects in consideration when rendering. I don't know why. I made this simple scene to show you clearly my issue. I don't have this issue when rendering with other renderers Do you have a solution? Can you help me?
Hey everyone! Here's my summer project, first weapon I ever modeled and let's just say that it was quite the challenge. What I'd like to get feedback on would be the texturing and presentation, I know the geo has some segmenting here and there but it's supposed to be a game ready model (50k tris) so I don't mind those…
The render is noisy and honestly, I dont know who cares about an ao render. Don't take this wrong. You should rather make other renders from different angles.The model looks good as far as I can see on the image.Did you make the model?
Hi, I'm currently having issues trying to get a batch render out of maya hardware 2.0. For some reason, when I press batch render, I end up with this result: http://i45.tinypic.com/xlfp7t.jpg Am I missing something? :( help
Just spotted this interesting presentation from Guerilla games on the use of deferred rendering in Killzone 2 and thought I'd share. We've just got this implemented in our engine, and I'm impressed so far. There are distinct pros and cons between it and forward rendering methods, namely that alpha blending and AA are more…
Hi folks and happy Friday, First post on polycount so I wanted to start with something simple. There might already be a thread about this, but I guess my questions would be about lighting and rendering best practices. Its something I've always been a bit confused about. Below are just some speakers I modeled really…
I'm a beginner to substance painter and to texturing in general, and I'm trying to get used to working with Xnormal for making normal maps, but when i finally work everything out (seemingly) and get a good looking map that renders correctly in the xnormal 3Dview i find that when i import the normal map into substance…
I'm wondering if someone would have some insight on what is happening here. I'm importing a mesh into Unity that consists of faces UV mapped onto a hand authored pixel art tile set, with the tiles sitting right next to each other. In this image, the seams are most apparent around the window. When using forward rendering,…
Hello there, for my current project I plan to use fibermesh in Zbrush to create the textures for my hair cards. I got inspired by this tutorial https://www.artstation.com/artwork/yb1b89 to use fibermesh to create the textures, and so far I really like the results. But how would you advice to generate good normalmaps for…