I am sorry for the vague question. Maybe I should not have said best, but I was just curious for which renderer is commonly used when it comes to rendering your model for your showreel. I am not so fond of the Zbrush rendering, except for when it comes to WIP, and I am considering using Vray or Mental Ray for rendering my…
Since you're gonna normalmap it, the mesh density only matters where you're going to notice a silhouette. Most of those triangles are wasted. It's not just a lot of vertices to transform, it's also a lot to load into VRAM & to store in memory. The lighting is going to be static right? Then don't bake a huge normalmap,…
I got a 9800GT 1gig vram, I'm probably going to skip the 200 series cause I don't want to have to upgrade again for DX11, I can wait a year or so for prices to drop or a better line of cards.
Ye that's a fair point. The thing I have monitoring the vram use was probably not being accurate. I've just ordered a 4gb gfx card so that should solve the problem. If it doesn't I shall be annoyed and confused.
Thanks a lot Amir. There we go guys. This last piece is titled Lost. It's always about my research on emotions, expression and body. Modeled in Zbrush and rendered in Vray. https://www.youtube.com/watch?v=tBUyTR8ajEM
For rendering, ie vray, mentalray, etc. what you want is a fast CPU. The GPU is for realtime performance (ie. the viewport in Max / Maya / Unreal Engine /etc.), or for special GPU-based renderers.
For those that use Maya, here's a script I wrote a while back that does the same thing: //name: QuadConnect//by: PolyhertzstartQuadConnect;global proc startQuadConnect (){global string $curObj[], $vrts2Tweak[];string $origList[];$origList = `ls -sl -fl`;$edjList = `filterExpand -ex 1 -sm 32`;polySplitRing -stp 2 -div…
Heh Jessica, Nice clean models and a strong style. As for your question it's usually preferred to have less materials/textures on a model for perfomance as each one will result in a draw call. The more you have the more work the CPU will be required to do. If you had used two 2048 maps the texture resource in MB would be…
If I may sneak in a question to you guys who can do what philipk is asking about, but in max, how do you do that? I have tried using vray for this but i just don't get a properly lit ao result. The normal gets in there but its lit from a angle and thus doesn't look right