This skylight is designed to the scanline renderer with/without light tracer.Its just faster with light tracer. The way how you can bake ao with MR: 1. Switch to the Mental ray renderer 2. Go to the material editor 3. In the material editor, click to the little box next to the self illuminaton. 4. Put MR Ambient/Reflective…
Once the level's in UDK the player will be able to move around it - it's likely that I'll render out a video from that viewpoint in addition to the static renders. I'll post more rendered angles of the overall environment in the next couple of days. The lighting will be natural, likely early afternoon light, since as you…
Marmoset costs $50 right now, not a bad investment, but not as cheap as some of the alternatives like UDK, which is free. Regardless of what you choose, displaying and rendering your models in a real time environment (ideally one designed for games like the Unreal engine) is the way to go. Every developer I've talked to…
Problem with placing a texture on the mesh though is that if you go to render the object to image or place them in a game or real time application then you have to worry about taking the extra step of swapping maps upon render or export. If you aren't relying on the vertex coloring of the mesh for your application then by…
what he means is the performance tab in the task manager. gives you a meter on the left hand side as to what the current memory consumption is. it would also be beneficial to look in the processes tab and take note of the current memory consumption state before you render, which would just be the program running at it's…
Ah yes, breaking up the lowpoly when it's meant to be a single seamless mesh will cause those seams. Normal maps are rendered based off the low-poly normals - as soon as you break polys you will change the normal angle at the break, so when you stitch them back together the normal maps will be trying to calculate lighting…
I would advice contacting artists that currently work at the companies where you have been rejected starting with the companies where you received interviews and art tests. They would be able to provide the most relevant feedback specific to the studio's needs. There are several reasons why the hiring process falls…
First off, what are your references? I am asking because bones are not shiny unless they have been coated somehow. Its not clear what you used to render, unreal or blender. Can you tell us what is the reason behind using one render over another? If you dont know what maps you used then maybe you are not proficient enough…
You can't make maps from polypaint if your model doesn't have uvs. Toolbag can handle a lot of polys. But without uvs and textures you are limited to the global settings for matierials for parts of the model. You can make one part to have more spec, other less but that's all. You won't make anything as good as it could be…
Something small that's been bothering me, the "sharpen" function on the 3DO renderer. The way it is default looks good (if not a bit too sharp), but if I remove the sharpen filter entirely (turn it to 0), everything looks really blurry. Is this an issue with the renderer, or does turning "sharpen" below default actually…