"Beauty shots can be rendered in any real time or offline renderer." ^^ Just to double check/confirm out of paranoia, that means that Vray is okay to use for rendering this?
All the previous renders are the hi poly in toolbag2 This render is in Keyshot (With some updated texturing from last night). Keyshot will most likely be what the final is rendered in.
http://www.3d-artist.dk/ with google cached: http://209.85.135.132/search?q=cache:http://www.3d-artist.dk/ I get to see at least some of it appearently the sub pages load just fine, so I link to some of them (hope you dont mind) http://3d-artist.dk/portfolio/details/Kitchen…
A re-work of an older model of mine. Modeled after a smoke grenade manufactured by Defense Technology. Minor texture tweaks prior to the new renders and post-render manipulation. Many more renders and 3D Viewer on my Artstation page: https://www.artstation.com/artwork/kDD3Wd
Character Concept: Low render detail Middle render detail High Render detail For details about my workflow: https://www.artstation.com/artwork/xYmPmW For show other characters: https://www.artstation.com/riccardobucci/albums/986850
You have a lot of promise. I think your wheeled vehicles are pretty strong with the Leyland Torpedo standing out more to me. The Honda feels like the materials or perhaps teh lighting arent quite there. Ide compare it to renders from a game like Forza and see if you can get yours to match that almost photo real look. Once…
other method is using 2.5d to create tilable map i wont go much detail on how to do 2.5 d texture since the tutorials are quite plenty out there :) like this [ame=" https://www.youtube.com/watch?v=rNgs2DcAsF4"]ZBrush Tileable Textures 01 - 2.5D Workflow - YouTube[/ame] btw in my case I created 16 bit alpha map to create…
Hey, Johan, I totally agree with you. Everything does count and in no way should you just drop LoDs. Make the best you can with what you've got and waste nothing. I fully support this approach and in no way am I advocating sloppy work. In fact I would be the one to optimize stuff even when it makes no difference to anyone.…
There are various problems with baking lighting using point lights. The most prominent is that specular highlights will kick you in the ass if you don't adjust your gloss and overall intensity properly before baking. The wider the specular highlight, the smoother the shading will be. This is essential if you're using any…
Hey nice example Vrav. I guess from that point on, we can even make further distinctions : the actual rendered/zbrush matcapped source sculpt (and texture), compared to the end result in the game. The most striking example of this problem is Assassins Creed 2. You get OMG YOURE A ZMASTER comments at the sculpted character…