Hi Poly-Pros. This is my first post but I promise to stick around. I'm here asking for help on how not to totally suck at rendering models in game engines! [ugly rendering of VR LION in Unreal -- exported OBJ from Oculus Medium] Here's my scenario: I have models from a number of places (CAD programs, VR sculpting in Oculus…
3D Artist - Trion World Games, Redwood City, CA Trion World Network is looking for a 3D Artist to join our internal Creative Services team. Reporting to the Senior Director of Consumer Experience, the 3D Artist will work with the assets of several upcoming AAA MMO games to create high-quality marketing and PR materials for…
Hi everyone. First post to Polycount. Here is a Unity 3D rendering of a sample of my 3d background meshes. Basically, there is a series of 10 meshes with different terrain features but all within the same ecology (for lack of a better word). They are imported into Unity where the user can translate, rotate, and scale them…
Human zsculpt Human textured and rendered in marmoset. 2x2048 D,S,N,G,E 24,000 Triangles Final renders rendered in marmoset Wire frames Turntables to come next!
A SIG MPX I modeled during my free time. Really wanted to push my texturing with this piece and learn UE 4 for rendering. Hope you like it! I would love to get any feed back on my texturing and rendering. Thanks! More renders on my Artstation. https://www.artstation.com/renzohernandez
Hiya everyone. These are the final renders for a re-designed Soul Calibur 2 environment that I've been working on. The fire effects and renders were done in UDK. Any suggestions for improvements would be very much appreciated :) Here's a link to a video render to show the animated fire and lighting.…
Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…
Thanks, yeah i like it too, took awhile to customize the masks to it (learning the settings i had to use) and the lighting to play nice with it. This "higher caliber stuff" takes a bit for me to wrap my noodle around, took a break to get some "fresh eyes", on her again to see what may be needed as far as touch ups go. If…
Negative scale mirroring, in my experience, is bad mostly because the normals are flipped. Most games render polygons only single-sided, so you end up with half the model looking inside out.
Hello Everyone, I am trying to render my character in Marmoset Toolbag 4 with Raytrace on. In the full quality viewport Marmoset renders it correctly. But when I render it for the final result, the depth of field disappears in the backside of the transparent areas. Does anyone know where ı am wrong?