From a portfolio point of view, if you have plans to work with real-time environments and/or models (games): add asset breakdowns. These should include for example, wireframe renders, texture map renders, etc. This will help showcase that you can create production-ready models and not just good looking still renders.
This is really sweet. How many tris for the mesh (tris), what resolution textures, which texture passes did you make (diffuse, rough, sss, etc.), and what is this rendered in?
I guess you didn't revert the renderer to default, so it tries to render with vray which is missing. Render Setup > Common > Assign Renderer > Production > Default Scanline Renderer
Hi, I can't seem to get the wireframe to render an image with the mesh material render. So, how do you do it? Each time I try, I end up without wireframe in the render image. Thanks
So, I'm trying to render out a sequence of frames. I can render individual frames just fine with no problem, but as soon as I set it to render multiple frames, it just continuously renders the first frame over and over again, for the duration of the frames I selected to render. Any ideas wtf is going on?
Does anyone know of a way to get renders from Toolbag2 that are print res - 300 dpi Got a client who needs some renders for a printed booklet, my initial plan was just to render out something gigantic, and then hopefully the render would be high enough quality. Any help/advice greatly appreciated!
I'm crap at rendering, it's something I want to get in to more deeply. any advice on getting some nice renders, I can get renders out, but any tips from fellow artists would be great.
Fun model! I would have like to see the wireframe (always show it when asking for feedback), but the end result looks good. The renders with the orange background look the best to me. The room is fun, but imo distracts from the main work. You did commit a cardinal sin, though... Where's the lasagna? :wink:
I think the easiest way to render the wireframe is using the 3D viewport with *Viewport Overlays* set to wireframe and *Viewport Shading* set to rendered.. and then directly using *View -> Viewport Render Image*.. and for a more subdivided wireframe.. just apply as many levels as you want..