Grindy - self illumination won't show up in the realtime viewport unless you make your material a DirectX shader. A simpler solution is just to render your scene with antialiasing and filtering turned off. Open the render setup dialog and in the renderer panel for the default scanline renderer uncheck antialiasing and…
I've created a few topics on the 3Ds Max Ideas forums related to the RTT. If you have any ideas for RTT or game dev related ideas for 3Ds Max i really encourage you to make some posts as they do prioritise ideas based on votes. Many of you probably have a ton of ideas how to improve max for game dev. RTT (Render to…
Hi guys, I've just finished this model inspired by a miniature made for the tabletop game Confrontation. Some minor modeling, retopoing and UV unwrapping apart, made in Maya and 3D-Coat, the most of this model is made in Zbrush: the first two renders also are single pass Zbrush renders, with just a bit of contrast…
Hey, guys. I've been dicking around with normal mapping again and as usual I just can't figure out certain problems I'm having with it. I have a few questions. 1. I know .tga files are commonly used for textures, and .png's are generally unsupported, but why is this? I tried rendering out my textures as .png files and they…
Hello all! I've been literally dead on the community for a while. SOme of you might know me from 2D thread. I've been grinding and learning the entire 3D modelling / animating / rendering workflow, and finally managed to make one bust that has been modeled / topologized / textured / rendered all by meself! This is my first…
Statement, a creative post-production house based in Barcelona, is currently looking for a Senior Generalist TD to join our team as soon as possible and for a long-term contract. The Senior CG Generalist TD is a methodical and technical professional with demonstrated experience across a broad range of CG skills.…
Hi. I've been trying to render my scene on and off for like a few months by now. And it (almost) always ends up with a message [V-Ray] [GPU light cache] Could not allocate buffer of size 1865MB! Or [V-Ray] [GPU light cache] Could not allocate buffer of size 345MB! One time it was just 14MB tho, but pretty much only those 2…
Nerdy stuff Pros VP2+DX11: Fast to render, fast to iterate. true WYSIWYG in viewport. No export/import to deal with. Can add FX and Cloth but not very fast. ShaderFX support. UE4: Fastest to render, moderately fast to iterate, have to wait for lighting to rebuild and shaders to update. Access to add fast FX, Cloth, Physics…
I can see how this could be problem with certain renders, but did you try putting in your final renderder and see if it works OK? Did you try breaking the edges into their own UV islands or adding support loops? Will the bake change, or will be the same? Also, I see some waviness on one of the smaller pieces on the right.…