You're running into the limits of the voxel GI resolution unfortunately. For GI to work, the scene is voxelized (turned into a bunch of little cubes, you can see what this looks like if you turn on show voxelization), and the resolution is limited to an area that fits to your entire scene. I think at max quality this is…
How badly does it lag compared to when the scene is idle? When static, nHair will still update follicles if the character is moving. So unless your character is totally frozen in the shot, you might just be getting video lag from the hair itself. I don't think you can cache static hair, but you may be able to get away with…
Current Progress: Original Post: I've been wanting to improve my skills in creating vegetation for some time now. I found these Palm tree forest photographs taken from Thailand. I really like the lighting and the simplicity of this scene, so I decided that it would be a great vegetation study to recreate this scene in UE4.…
Hey folks. Currently in the process of making a scene and I am trying to light it. Lights have just given me a wave of problems in the past and they seem to be haunting me again. The scene is outdoors, and is in Maya. Right now I have Final Gather on, and have a spotlight pointing at the building. What are some of the…
Hey all, I was working on this environment the last couple of weeks. The scene is inspired/based on The Last of Us. It's set in a post apocalyptical city e.g. New York. Because the city has been abandoned, dust will appear on assets and the city will become more overgrown. Buildings will have broken windows and foliage…
So i have been working on this old max scene, where they still had to use double sided faces to show both sides of a object. To improve the scene's performance i would like to delete one side of those double sided poly's I have read quite some thread's on numerous sites. But i couldn't find a good solution. I did try the…
Hi everyone! I’m Jean-Luc Hernandez, a freelance 3D artist focusing on stylized asset creation for video games. I specialize in PBR texturing (Substance Painter) and hand-painted rendering, working mainly with Unreal Engine 5 and Unity. 🛠️ What I do: * Stylized 3D props & environment assets * Game-ready topology & UVs *…
Hi, We want to show You our progress with CaveRiver scene based on photogrammetry assets. After small success with our last package [SCANS] Abandoned Factory Buildings - Day/Night Scene we want try with scan assets again. Smaller package with rocks. And some nice scene how to use it. Like with previous package Michał made…
Hi guys, I have a question regarding baking an AO map of a corridor (closed, indoor scene) in Max. here is the scene that I'm trying to bake an AO map using Max's MR AO baking process.. Note that I have 3 omni lights in the scene. And here is the result.. It's pretty much like what I expected to happen, all black, and it…
Hey, I've been working on a scene for the last while. Everything was working fine, didnt add any new meshes.. All i did was brightening up my scene as it was nearly done. All of a sudden renders started taking forever to finish then stopped all together. The lighting got to 99.31 or 99.61% done and sits there. I try taking…