Thanks for the report, 4096x1756 rendering appears to be working correctly on my end. Can you provide some more details about the problem: * Are you seeing a crash in all scenes when rendering at 4096x1756, or only in specific scenes? * Do you experience a crash with ray tracing on, off, or both? Toolbag 4 generally…
You could try optimizing the scene. "File > Optimize Scene Size" But you should go through the option box to ensure you aren't breaking anything you want to keep. Sometimes if I just can't seem to shake little things, I'll export the model and import it into a fresh scene. Just to ensure that everything is nice and clean.…
Yes. I have checked in maya to export smoothing groups, tangents and binormals and I still receive errors: [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed [Scene 3D] [FBX] : Mesh tangents will be recomputed for coherency [Scene 3D] [FBX] : Mesh bitangents are invalid (some values…
Hey I like this piece a lot, great detail! It might be too late in the process, but I think the bevels on that mech could be a little bigger / softer to fit with the overall style of the concept. The other thing that stands out to me is that your scene reads a bit noisy compared to the concept. Take a close look at the…
Finally I am setting up the light! Test Test Test again and again! I want to give it the feeling of falling throne so I tried to come up with the way of how I set up the light to deliver this story. First approach is night! I post several night shot. Im afraid that the detail of the scene is not so visible in night scene.…
Now that Unity 5 is out I decided to fully port my PBR scene. I´m really impressed how good Unity 5 is. I made this scene first in Marmoset Toolbag 2, then with Unity 4.5 few months ago and it only took a day to port it to U5 with all the physically-based rendering elements. New lighting system is really good and the most…
Cool environment ... looks like an engine room to me, so you've achieved that goal Seeing the render, I had assumed this was an environment for a game, but then looking at the wireframe, it seems you have a lot of wasted polys for something of in-game resolution. Something that mainly seems odd to me is that the big…
Paid Contract Work - Background Animations We are looking for a competent animator to take over on a task of animating 2D stages that are built in a 3D environment. A good example of this would be the old street fighter backgrounds or backgrounds in other side scrolling fighters. For an exact example of this method…
Hey Guys! A bigger update: We finally added some foliage and with it added a splash of colors to the scene. Next we played around with the lighting. We realized that earlier we didn't quite capture the right mood and atmosphere of the scene so we worked on it. We iterated a bit on buildings and materials. It's still a long…
I began by gather a ton of reference for the level. I also took a close look at the shaders used to texture the scene. This wall seems to blend 5 different materials. That is likely to be done completely through the shader. I will have to experiment with how to achieve this. I have an idea regarding vertex blending and…