now you just need to put it online preferably on a own domain. Just create a simple html file and dump all the images in it. I like the ATST so far because the textures look good. I am not a fan of skydome renderings as they wash out all the normals and edges and make renderings appear muddy. Maybe check out this thread:…
Okay first of all...thank you for the long and very helpful explanation on the subject! I've read it like 5 times trying to understand everything and figure out how to proceed. A is not an option I guess for me at least :/ The process is indeed destructive and time consuming and I'm not sure it can ever be posed looking…
If you're shooting for blending two meshes together, you don't want transparency at all, you'll want to use a world-space texture projection and vertex colour blending. It will also save on render cost instead of rendering translucency. The major problem is that forward-rendering transparency has issues with figuring out…
Hi polycount peeps! I'm just learning the do's and dont's of hard surface modeling (and 3dsmax as well) and this is mah second attempt. It was based from a concept by Nick Carver. I tried to follow the concept 90-95% of the time I guess and just added/changed a few. Planning to turn it into game-rez really soon. Sorry if I…
A few months ago I rendered out a phone I made in 3ds max and now I'm revisiting it again so I can touch up on some of the issues I have with it. One of them being that whenever I render out the passes, the text on the phone don't come out as clear as what the texture I put on it is. Diffuse: Reflection: Specular: Final: I…
Hi. I've made this futuristic city in 3dsMax using MentalRay a few years ago. It has lots of post-processing like bloom and cinematic curves and I've also added the post-processed depth of field to the buildings in the back afterwards. The mentalray render alone took about 28 hours so with the post-processing, it took…
I'm trying to bake a normal map with Render to Texture, I have the projection modifier on the low-poly, and have made the cage fit. I have the High poly set up in the sub-objects list. Whenever I press Render it ALWAYS renders the diffuse map, even if I don't have that option selected. I have Normalsmap selected, but just…
Absolutely, it looks almost like a cell shader (which is not intended :D ) I think it relates to the lighting, somehow the metal pieces are not picking up the reflection properly. Already started transfering it to Unreal which I will use for the final renders and hope it is something which will just go away with proper…
..and rendered using Blender's Cycles. Looks great. https://www.youtube.com/watch?v=uf3ALGKgpGU It's a mid-budget Chinese production supported and hosted by Netlfix. Some info on the Rigging here: https://www.riggingdojo.com/2018/09/07/blender-rigging-for-netflix-next-gen/ Reaction from the Blender community (hate their…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…