Yes, it did. Thank you. Another question. The image width/height of the capture seems to use the screen window versus a file output. Example, below is the default 1920x1080p (60% reduced) and then changing it to 1334x750 (60% red) and it just cuts the screen size versus resizing. Will there be an option in the future for…
Most modern game engine should support instancing. In this case you have one copy of the model on the video cards and just a list of position etc. to place the same model all over the place. In fact one drawcall without any memory limitations. Sharing materials and textures is important. Most engines will process meshes in…
Hi! Well for the cart I think it works well because the envirenment you gave it sortof fits with the model itself : the shiny groud plane works well because it looks just like a mall floor somehow. I am not saying that every model should be presented that way... As for the Zbrush renders/screengrabs I really see no problem…
these are off to a good start, and theres been some good points made about all, my interpatation of the one withthe 4 holes is that its been punched you see that type of hole on a lot of industrial metal, although the useable side usualy used the inside concave slope of the punch, I have taken to actualy rendering my…
Hey thanks guys for the crits. It seems like my 3D still needs some work but I'm glad everyone like the beach concept since I think it came out really well. Sectaurs: Yeah, I have been pretty busy. David and I are working with this company doing some contract stuff so not a whole lot of progress on L2 recently. KDR:…
Unfortunately the Smooth Mesh Preview feature is not renderable, so it's useless if you want to do any AO baking - it ends up baking with the cage mesh rather than the subdivided one. It only shows the subdivided preview in the viewport, and will not render/export it at all. At work I wrote a script which would convert any…
I think each sentence you wrote there is fundamentally incorrect. Most games don't use displacement at all, because the displacement maps must be high bit depth and uncompressed to work properly. That eats up a ton of precious memory, it's generally cheaper just to use a lot of verticies up front with no d map If a game…
Thirded on checking your bump2D node settings. Also, if you mean 'Maya Software' by 'Maya Render', try switching to Mental Ray or better yet, viewport 2.0. The Maya Software renderer is shit at rendering normal maps.
:)Thanks mate! Sure, here are some wire and the high Poly render. You can see the complete project in our website if you want www.vitrux3d.com :poly121: Wire Render Some High Poly Renders :) :poly121: :poly142:
You have to select the UV map you want to render it to. Make sure you have an alpha output in the the shader tree along with your other outputs (final color etc) Then hit Render -> Bake to render outputs.