The final Cinematic My main focus was the camera angles and the movement of the cameras. I tried my best to render it in the highest resolution. I faced some issues like shadows disappearing and exponential fog not acting properly in renders. I edited the sequences and the sound very quickly. So I know the post-processing…
Modeling: Maya Texturing: Substance Rendering: Marmoset Introduction: It's an in-school art test that I got from my modeling class. I'd like to get more advice to improve this model before I put it in my portforlio. Thank you! Reference: Artwork:
My first game ready art. Took a while to finish as I only knew how to use Zbrush when I started and my anatomy knowledge isn't all that great especially female anatomy. The face in particular had a lot of revisions. Every time I learned something I would apply to this model. Lots of frustrations and back and forth stuff…
ok its about time: update with download: uv_toolbox_2.20.mzp it came out different as I expected or targeted at first, it has not yet the texel- texture size calculation scripts but in return many new features. The most notable changes and additions are:* width and height input values support (texel scripts are excluded…
Hello! I am new in 3D, so I have a noob question about UVs, seams, and the following render in Arnold. Currently I am checking the following pipeline: 1. High poly in Maya. 2. Low poly in Maya. 3. UVs for the low poly in Maya. 4. Baking in Substance painter. 5. Exporting the textures back to Maya and rendering in Arnold.…
Hi all, this is my first serious post here, i hope isn' t against the rules but i' m posting the work i' ve done in a while for a game invented by me, i don' t think the idea is special but i'd like to play an fps with those elements, this game is a sort of experiment before making a greater game we want to make in the…
So the problem is that i do not know how to render the shadow caused by the light emission from the IBL. The only way i can render it is by using "use Background" shader, but i do not want to do that as my final render. I want to be able to render it solo, with a render pass, for example. Please any help would be…
@Shrike -Em...gpu rendering is very popular now because its very fast and stable.A lot of renderers are now switching to gpu for renders.Cycles and Vray 2.0 are some examples of gpu renderers. Cycles is currently being improved to be faster.I haven't tried Vray 2.0 though.I have to say Modo's renderer is the fastest when I…
mental ray takes into account opacity but i don't konw how much better you render times will be. rendering opacity in general takes awhile. i found this out when i had to render a sequence with alphaed hair for a cinematic. when i hid the hair the render times went from 15 mins a FRAME to 1 min and 20 secondes. but i use…
That depends on the quality and performance of your rendering solution. What's your target engine? (Assuming you are talking about realtime rendering.) Normally you'd want to have AO to fake contact shadows anyway (ideally only for the ambient part of the light). AO maps on the other hand can give you more detailed control…