trying to get as close as possible but i might just change a few minor things to make it make more sense in my own scene. as for the dark on dark, i really had no time to change anything i still havent setup the main render scene, all that is during the final entry for me personally, i just do a fast render to have a…
Hey guys first post here. :) Im a 3rd year university student at the University of Hertfordshire. Im trying to push my work to industry standard so if you could leave a comment or any crit that you have that would be fantastic and will be taken on board. This is a piece that Ive been working on its a spawn beacon out…
Nothing is 'Barfed'. The renderer and viewports use a different method of tangent basis calculation. This is because Max's solution was release before there was a solid standard. the viewport shading was released later when things were more standardised. Rendering Max baked normal maps gives flawless results in scanline. I…
another side by side render in Blender 5 alpha its one of those 'cross eye' images ie make yourself go cross eyed to see the image in 3d. you can also view it in 'DEO VR' by switching the eyes in the video settings, then setting it to 'side by side' and 'flat' Took me a long time to figure how to get a nice render and have…
New renders! 1) Removed the errant extra fret between the first fret and the nut lol. 2) Adjusted the roughness throughout the back. 3) added little more rust on the front and back of the headstock. 4) Fixed a normal and bake issue (on the headstock) that I hid in the original renders. 5) Redesigned the lighting for the…
+ Created a map for glass and metal reflections. Since the building is facing total black void, the glass was not reflecting anything previously. The metal was a bit too dark as well. This map in front of the building doesn't need to be visible in the render, only in the reflections (leaving it on for demonstration…
While in any offline render it's subtle . I load ACES 1.1 config.ocio in Blender, set all materials to use utility- sRGB texture , HDRI background to linear sRGB and see nothing especially contrast or darker in midtones. It tame down overexposed areas as expected but nothing drastic otherwise . While our render looks…
Hi, first post. This is a render based off liminal spaces. I modeled the items in Maya, textured in Substance, and rendered in UE5. Assets were used from Nimble Weave on Ko-fi (pool toy texture), stylized floor material- Changelog on Fab (floor tile texture), and the wall and pool textures are from Quixel. Any other…