Yep, you just put a small tiling greyscale pattern in your shader and map it in screenspace so 1 pixel on the pattern == 1 screen pixel. if your pattern was 4x4 pixels you would do something like this (unless I fail at math, which I do): float2 patternUVs;patternUVs.x = (screenUVs.x/screenWidth)*4.0;patternUVs.y =…
In Unity, set the Filter Mode on the texture to Point. In Sketchfab you can set the texture filtering to Nearest. In 3DS Max, to make your renders not filter the textures go to Renderering/Render Setup.../ and turn off Filter Maps. To fix your viewport you have to first go to Customize/Preferences.../Viewports/Choose…
In modern rendering engine, mostly based on deferred shading/lighting, alpha transparency is really nasty. Besides sorting the foilage, you although have a lot of overdraw (no early z-rejection) and you can't utlize the deferred lighting pipeline without major issues. Therefor foilage is often rendered with a forward…
Yea it will cause a problem if you just run symmetry on an object and leave the mirrored pieces inside the renderable area. You want to move the inverted pieces 1 tile to left, right, up or down. That way they sit outside the renderable area and aren't effecting the bake BUT are still sitting on a tile and will display…
5 days left , 3rd room is nearly finished. i'll fix some little problems& go back to first&second room for details now. and last 1-2 for light&renders etc. got some wierd problems in this render. somehow bathroom walls are transparent :S prob lowered opacity by mistake somehow. dirt on lockers ( 2nd row) is a bit overkill.…
@SimãoSilva I think that's a solid blockout, looking forward to see it in Unreal. One comment I would make is that there is no proxy human visible in the in the render, for scale reference, thus making it hard to judge the dimensions. @Convergent31 Nice start. How are you planning to create the soft/fabric casing? Keep it…
Hello Polycounters! I am currently working on my project which includes 5s animation. Everything seemed to work fine during the viewport animation, but unfortunately after rendering it turned out to be a problem with the grass animation. I will describe my way of thinking so that we can determine what the problem may be. I…
Ok here's what I've got so far ^ I'm currently attempting Wind Waker style lighting and aided with @SimonT 's very helpful Hyrule Travel Guide I think I've come relatively close. In the article it's proposed that you render a sphere 3 times: Pass 1: only the back faces into a stencil Pass 2: front faces increment the…
greetings :) I need some advice from more those who have experience. Here´s the thing, I will be going on a trip for about a year, (I'm from Argentina, but I will be visiting France.I have an aunt there. and Brazil. and a few other countries). As a 2D freelance artist I work 95% of the time at home, so this trip comes just…
Personal project I did for fun to teach myself Octane. I bought the license for it and am using the plugin in Maya for it. Started sketching some ideas on my iPad in Procreate, then started a 3D blockout in Maya. I composed the shot and setup Octane materials and lighting, then composited renders in Photoshop. Last step is…