I am currently trying to render a 2048x1024 Map (or rather 3...Normal, AO and Diffuse) using 3ds Max (MRay) and it seems to me that it is of lower quality than it has any right to be...apparently Max renders it full 2k and resizes it afterwards...when I watch the Framebuffer during rendering, I can see details nice and…
Hya guys, I am using 3dsmax design 2011 and trying to export the light map of a scene i created using Render to texture from the max interface. I am using a Vray material on the scene and so far the render looks great but the problem for me is the moment i render the lightmap, max renders it out with full textures instead…
The relative density thing is a really good point. To give you some sort of metric.. The ideal from a rendering performance perspective is that no triangle is smaller than a 2x2 pixel area on screen so given an expected view distance/resolution you have a measure for how dense your densest geometry should be. Rather than…
Indeed, and unfortunately there can be quite a bit of resistance to this when the person comes to 3d from the perspective of "tinkering with computers is fun". @meltdawn : the more complex a model is the more time it takes to get to the posing stage - yet if it was a traditional sculpture, tackling a character without…
Week 12 (Final week) This week I did more adjustments on lighting, textures and camera angles I would take a render everyday and put it next to each other to see how and what I improved (left to right), I also wrote on the side of the images on what to test out and improve on the next render These are my final renders (not…
I've been experimenting with motion capture animation, the goal is to do the character animations to my Unity game (degree work) with pre-made MoCap animations from the interweb. This is just a test render to show my blog readers what i've been doing. Not the final quality.…
I think once again yiannisk has missed the entire point of the thread. I think I've summed it up before, but just to be really really clear: 3ds Max: * Has different tangent space calculations for the viewport and the scanline renderer * Uses scanline renderer to bake normals, therefore display is always incorrect when…
Agreed, it is ofcourse an important discussion to have but this is an art thread, not a place where we need to have long, drawn out arguments about it. I think we can all agree that it is important to talk about gender equality but at the same time I think that we can all also agree that anatomy, croquis sketches and the…
Hi, there. Not sure if you found a satisfactory method for rendering wireframes yet, but if you are still looking you should try Mental Ray's contour feature: You have to go into the mental ray section of your shader's shading group and select 'Enable Contour Rendering' - this is also where you choose the color and width…
I read an an article written about this by an Art Director in the game industry and he said that that unless you have animation all you really, really need is to show your textures and models as images the show their quality. You need to show wireframes and textured views and the texutes. The problem with video is it's low…