Your object from MOI is a NURBS solid object that gets converted to polygons at export. You may have to fiddle with the settings to get a cleaner conversion. No, the n-gons are fine. It's the misaligned/unwelded verts/edges that are the export error. If you're just exporting for rendering then polysoup geo or any geo is…
hey! you have good looking proportions and your rendering is pretty solid. Your design skills are descent but a bit generic. Im personally not a fan of your overwatch redesigns, they are kind of tasteless with all that exposed skin, but thats my personal opinion. on top of that your ladies look like a porn stars with the…
@GeorgeCrudo , I did what you said. Thanks :) Calling it done. I've worked more on the hair and did some other tweaks here and there. Thanks everyone for the support on this one. I'll leave here a question, since it would be a problem if I needed to rework/fix something on these ZBrush rendered busts later. Is there a way…
"Why is one's render better than the other?" - Because that person made a better render. Likely because they understand materials and rendering better, or just cared more about the render. As to which is better, meh. It's difficult to compare because they are presented differently, and show different details (one shows…
OK, I think half the reason I am going crazy is because I cant get the Xoliul viewport shader to ever display the normal correctly for me. People say not to trust MAX's renders but my normals are great when rendered in Max. they also look OK in UDK which is all I am really concerned about. So can I trust Max's renders?…
Why dont you just bake with higher resolution and scale the uv islands according to the chanfes inside the rendered area, and then repack tge changed uvs and render the lower resolution kightmap from the laeger one, you could also tesselate the affected poligons so the areas with high contrast are smaller I think you could…
Hey whats up everybody =D I'm posting today my first update here at Polycount, and I will appreciate if some people start giving some opinions or something like that already. Today I rendered really quick a prop that I painted the texture yesterday , I spent around 30 minutes setting up the shader and doing some…
I would change the polycounts to say 'tris' instead of 'tries'. The latter is the common way to abbreviate triangle, the second is a synonym for 'attempts' and I would like to think you did not have to start your pulse pistol over 1172 times. I would also second the opinion to tweak your spec maps. Your materials are not…
DirectX 12 and Vulkan mean that draw calls have extremely low overhead and you'll be able to push a lot more of them without a performance problem. They make compute shaders first-class citizens, making it so that you have to jump through fewer hoops to get certain advanced rendering techniques working like clustered…
Isn't the reason the AO background is white so that when you multiply it over things the edges won't accidentally be effect things? Even with proper edge padding I don't see much sense in switching it to black? Maybe so you can use it as a mask? Why not render out a solid colored template? UVW Editor Window > Tools >…