Alright, so nearing done. I've made some changes to the face and render settings, and what I really thing (fingers crossed) will be the final version is rendering now. But I'm still debating over composition. Of the following three, I like B & C the most. A was rendered a while back, but I thought I'd bring the composition…
that's the problem right there. basically, different normal map generating software uses slight variations from each other in the math that is involved in making the map. so as a general rule, if you're baking the map in max, you should render it in max also. people generally stay away from baking their normalmaps in…
Almost complete now but only one object in the way. I am rendering the object in zbrush with all textures imported. I render as BPR and for some reason the image comes out quite dark with heavy shadow around the face. I have created two lights and played around witht the settings but for some reason i cant get it the way i…
I wasn't sure if this was for working or rendering... if you want to use this while you model, for example (like a customized Default Lighting), there is no other way to do it, AFAIK. You can't control a camera like a viewport and you can't apply a controller to be affected by the viewport (they only update when objects or…
Just to clear this up as it has been bothering me for a while. 1. HDR does not mean bloom. 2. You do not need any form of HDR to render bloom 3. Tone mapping or exposure control is usually the only benefit HDR rendering has in a game, you can blind people when they look at the sun and then adjust the exposure as their…
"...came to the conclusion that it would be perfect if you could get some result that was a blend of J.I's and ben's shaders" Absolutely -- both our shaders have large pro's and con's - in the end it's the old apples and oranges comparison; whatever your personal preferance Ultimately there's no perfect method or technique…
https://youtu.be/YDeptWduHNc Today, we'll dive into the Substrate shading model PART 1. Substrate is a powerful tool for physically based rendering (PBR). We'll focus on the Substrate Slab BSDF, which helps create complex materials by allowing multiple layers to interact with light. This tutorial is beginner-friendly, and…
WIP. If anyone is curious for renders I made a material graph in keyshot, so it takes vertex color information from zbrush and creates roughness/metalness maps based on the vertex paint
It's a slow news day today, but we still have some cool things to share with you. * Painting workflow over at CGSociety * CG Science for Artists Part 2 * HIFANA Music Video More after the jump. CGSociety It's always interesting seeing how other artists approach their artwork. Whether it's meshflow, texturing, animation and…
I always wanted to learn new softwares try new things. Unfortunately I'm not as smart as many people, it takes me many years to learn a new render engine, the software interface changes even a little bit I can't figure out what I can do with it, but I think it's not the end of my career or at least my passion. I know that…