Hello! I'm making this topic to show some progress as I get through a very ambitious project (for me), trying to reproduce this illustration as a 3D diorama: This is an illustration by a friend, Goblin Spice Trader, who does a lot of very cute (and often NSFW) goblins. I'm pretty sure they're not on this forum, otherwise…
You might want to spend a bit more polygons for the cylindrical objects for LOD 0.They are looking blocky. Overall I cannot comment anything on the project yet as it is something you make and there is not anything referencing from. Place the camera at eye level, about 1.8meters. Thats how we get a better understanding of…
Hi Billy, Thanks for the answer. I have to retry the Disney PBR, as it wasn't getting anywhere close to 3DO. It might be the .tx conversion in Arnold5 that is confusing. I also tested the PBR GGX setup, and that was giving me the same result as the Disney PBR: The specular roughness is way off and too glossy. In the end I…
not sure if that's just the tech i get to work with but if i have uv borders at all kinds of crazy angles, i tend to get more or less noticeable normal map seams on the asset. i found it best to have somewhat straight horizontally or vertically aligned uv borders to work around that.
Ace-Angel: Oh alright, I was wondering what was the difference of the two. Like you mentioned, it isn't very apparent from the start. I am trying to render out some videos of the work I am doing, but I'm not getting the best quality out of either program. Here are two examples: [ame]…
I have a little 19" Bravia that's serving as my second display in work... I'm having some trouble getting anything good out of it. I go through the nvidia properties and set it up, it says its set up for 1080p and all that, all maximum settings as far as I can see, but the image is pretty blurry, and even jaggy sometimes.…
To be fair, the mesh you came up with has a lot of sharp angles and requires a bit of work getting a decent light map for it. Also here's a less aggressive lightmap that gets more resolution in the important areas.
And now I've gone and switched to FX Composer because RenderMonkey creates smoothing breaks along the UV seams. Very undesirable for texture work... FX Composer takes a tad longer to get the hang of, it's a bit more involved, but worth the effort. I have to mix and match snippets of code to get the shaders I want...…
I wonder how people do photogrammetry with 40-60mpix cameras. It takes forever to calculate imo and often not enough VRAM. So I wonder if downscaling helps? From what I see from hi res matrix they just do same mesh details if downscaled in Reality Capture . I also wonder if something like 30 mpix is probably a good stop…
Good work at wanting to improve. This isn't a great model for pushing your skills, as it's very simplistic and missing a lot of the tougher cases. The whole avoiding Ngon thing is really dependent on what you are modelling, they are actually totally fine on a flat surface. N-gons are mostly bad in cases where the plane is…