Have you tried baking Final Gather for that? even with 5-7 bounces its still faster than light tracer. It lacks the fine detail, but you can get that back with a cavity map. I did some tests on my current model, a 1k Light tracer/skylight bake with hammersley took me 5 minutes. 1k Mental Ray FG with 5 bounces, and a MR…
Great fight scene and it's cool to see a Sandman making an appearance, thank god it's not the Vulture... Or Rhino... or the Scorpion... or Hammerhead... or you know, 90% of the 60's/70's marvel villains :P
Getting some long ones now.... Mavis Beacon's Mega HammerNight Strike Heritage & Detective of the Brain from Within IV Digger & Asteroid of the Tropical Phantom in Time Nintendo Lich Son of the Punk from Beyond the Grave Tom Clancy's Stage Chicken: Game of the Year Edition Gear & Gunslinger of the Heroic Death from the…
Thanks everyone. ZombieWells - Thanks for the suggestion. I will do that. Tobbo - I rendered a bunch of layers out of Zbrush and pieced it together in Photoshop. It was a new approach for me and I learned alot. Here is a simply article I used to help me out.…
Hey guys I revamped the Render Switcher to 1.1 scanline and mentalray have quality modes for render to texture just press the "Q" button on either one. Scanline Quality: Sets filter type to Catmull-Rom Enables Supersampler Hammersley Quality 1.0 Mentalray Quality: Sets filter type to Mitchell Minimum Samples to 4 Maximum…
It is really hard to find some good reference images of a cave, or I just don't know where to look :shifty:. Here's an image from diablo3, the slope under the monk: http://www.planetdiablo.com/images/image.asp?/diablo3/gallery/screenshots/monk/monkinthemines.jpg Here's an other image from diablo3, the rocks on the left…
Thanks for the info, nice to know that I won't need to bother messing with MR for bakes. I've been using scanline and hammersley since I started. I've been importing/exporting OBJ between apps, not using go-z. Everything has default materials applied to it, I even merged the 2 objects into a new scene and the problem…
Nice models, the spaz 12 looks very clean though I don't like those bent tubes. I see references suggest the same result as you have determined, yet I feel this detracts from the rest of the nice detailling. On a side note, your renders look grainy, it's especially noticable on the vault door. Try upping samples using…
Scanline rendering = bitmap in the Self Illumination slot, and Self-Illum "Color" checkbox turned on. To make a glow that extends beyond the mesh silhouette, go to Rendering menu > Effects > Environment and Effects dialog > Effects panel > Add > Add Effect dialog > Lens Effects > Choose Glow, and click the (>) arrow…