quite a big update as we had a deadline for all the modelling for this project yesterday. Didn't have much time to do many progress renders as i had a big list of what i wanted to get modelled in time for the deadline. I'll apologise in advance as some of the renders are pretty terrible, i left rendering quite late as i…
Nice start... I don't think the first attached image of a box was necessary though. Here's some tips on rendering, because it's kind of hard to see your images: * Push 8 to open the Environment and Effects window and change your background color to something other than pure black (a nice midtone gray maybe?) * Push F10 to…
That's true for games using the 2D engine but what about games rendered in pure 3D? There's no such thing like a layer system in 3D games. The DS games I worked on used dual 3D for everything (not optimal but we were tied to engine restrictions), so we didn't even touch the layer system other than using it for rendering…
I don't mean to be a stickler, but you never want to render directly to a video file unless it's a very short animation (e.g. 30 seconds to one minute) because if for any reason your machine crashes, you've just lost all of your rendered frames and have to start over. Being that rendering is time consuming, that's not…
The render times will not necessarily be that much longer. If you use lighttracer with the scanline, it will take much, much longer than using GI. Just because mental ray is checked, it doesn't mean it will take longer to render. Don't forget, mental ray is a more efficient renderer than scanline. You're half-right about…
I have a good render setup for Maya, but not for max. What's your polycount? I find that when rendering complicated objects like this, there is no need for everything to be high poly. Like if you have bolts and stuff, you can turn off or put turbosmooth on the lowest level. Most of the times, your control loops will make…
Hey Kevin,Thanks for the brief answers u gave. I just wanted to know about the usage of Zmapper in zbush in your workflow. Do you use em? or you totally rely on Max's processing in generating all the maps?. Also can you share with us the render settings you use to bake out the maps,i know,you use lighttracer with a sky…
Hello everybody! I've spent some time working on an anime stylized project, where I used an Arnold's toon shader. I wrote this article to not forget how to set up the toon shader next time and maybe help someone else if they struggle with the same thing. Will really appreciate your feedback on my setup! Maybe there was a…
WIP Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
Thank you Alex! I have done experiments with nanite and decided not to use this time for two reasons. The first one is that for thin geometry, in this case grass strands for example, the rendering gets very noisy as you get further away from the foliage. The rendered polygons get so thin that it can't be rendered well.…