Hi! Overall the scene has a nice mood :+1: On second look, some notes: * Did you work off references and/ or concept? Would share those too, for context. * Proportions look a bit unbalanced to me. For example the beams holding the roof look massive in comparison to other elements, making it look very top heavy. The…
🎉 The Marmoset team is proud to announce the official release of Marmoset Toolbag 5. This next generation of Toolbag greatly expands art production capabilities in 3D baking, texturing, and rendering systems, proving to be a game-changer for 3D artists of all disciplines. This grand release is accompanied by many exciting,…
I made more tweaks to the lighting and some of the props according to feedbacks. For my main lighting scene I’ve generally kept it the same, but I have did tried different lighting scenes (see video) (I hope it plays) Also this is the final (?) version after trying a bunch of stuff properly rendered:
its very late i know, but i finally got some days off to do shaders and render for the prop that's the final result: https://www.artstation.com/artwork/rlree6
Hey, all. I'm finishing up renders on a new portfolio entry, but I felt it'd be good to post here first before I publish to Artstation. I'm looking for critiques on my firearm, the 1301 Tactical. I'm primarily seeking feedback on the texturing work on the shotgun, and the quality of the renders in regards to lighting and…
Hello everyone, I'm making a new piece for my portfolio and I'll be posting here to show my progress and hopefully hold myself more accountable. The concept is by Taras Kuznetsov https://www.artstation.com/artwork/bg3DVg?collection_id=702593 The goal of this project is too: - have a full character from top to bottom with…
To add on, long thin triangles are problematic, because in game renderers each triangle has a bounding box that is used to work out what pixels need to be rendered, and the more empty space there is the more wastage. long thin triangles cause a lot of waste because they don't neatly fit bounding boxes. And yeah Noren is…
Thanks Dave,I have tried everything...The light is still showing up there. Then I saw this vid on youtube: [ame=" https://www.youtube.com/watch?v=fRObjsxrJzs"]Interior scanline render1 by Kyo3D 2010 - YouTube[/ame] So I imported the models into a new scene and then started playing around with the scanline renderer using…