@sampson: to render out of a camera you'll want to use whats called Benchmark. its used mostly to render out a sequence at a different framerate (i.e. if ur pc cant handle the camera matinee flythrough for a capture video). here's a pretty descriptive tut on how to do it. http://forums.mp-gaming.com/thread-11125.html hope…
Hi, really nice enviroments you guys made! I don´t know if you are able to provide some information of how the rendering and sorting of the 2D elements work. I was looking at some dev videos of how the levels look in 3d (background plane and perspective projected geometry) and its still not clear for me hoe you guys manage…
Hey guys, new update. High poly is done. Got some renders and stuff, bit noisy though :O Been trying to improve my rendering and compositing in photoshop to get some better images, any thoughts of improvements I can do? I think it's much improved from the first iteration but there is always room for improvement. Also which…
About the rendering. Its rendered in Cinema4D with GI and AO. With a main skylight casting area light shadows and two dimly lit omni/point lights just to raise the values in the dark areas, very simple really. I used a simple metallic shader with high metal spec with very low dispersed reflectivity. Render time wasn't that…
maybe they were to afraid to touch the ancient GUI code to make big changes and instead made something new like the graphite toolbar with cool and fancy effects such as big rollover tooltips. At the moment I have a scene that I can only render once every session, as soon as I render a 2nd time I get a crash starting at the…
I dunno the answer, but what you have is a tangent space normalmap so it should be set to that, thats clear. As the alternatives, there are many ways to light and render your asset, like any other renderer inside maya, but actually rendering it in real time would be better if it suppose to be a game asset. You can try…
Just a bunch of new pieces i did in recent months. Gorilla Concept Sculpt based on a concept by Fightpunch @ CGHUB still a work in progress, but a good practice and first go with hard durface modelling in ZBrush: My first stylized sculpt attempt on a version of superman just a bit of fun, low poly in game renders to come:…
So you're rendering in 3ds Max? Are you using the real-time viewport, or are you pre-rendering it out to images/video? Two different workflows are needed for those approaches, as far as material setups go. We mostly cover real-time issues in our wiki, not pre-rendered. But the approaches can be adapted to rendered work…
Don't use the edge split modifier for anything but actually splitting edges. Go to the vertex properties (aka "Data" tab or the one with the triangle icon on it) tab in the Properties editor and check Auto Smooth and set the angle to 180 degrees. This will have the same effect on your normals without actually splitting the…
I have tried .jpeg, TARGA as well. Even when I put the textures into UE4 they look exactly like they do in the examples I posted. What doesn't make sense is I can open other files and they render fine. It seems that it only happens when I create a new file. I tried different rendering presets as well with no luck. If I…