Considering Autodesk's own rendering engine is childs play, I don't think it's wise to design a rendering engine around the software instead of designing software around the rendering engine. You put an engine in the car, not the other way around. I'm glad they've both made steps towards this plugin. It sounded like we…
Thanks Twister3, yeah i agree with you on the darkness of the background, it was my first time messing with post process effects in UDK and I think I got a bit trigger happy. I also need to do some more rendering techniques in UDK so i can figure out how to render a ground plane without breaking the continuity of the final…
Thanx a bunch man! So they come forth mainly in gaming engines, I take it they are script based/controlled? If so, is there no way to recreate that in Max? I have max 2009 32bit, and I render using mental ray (testing the finalRender renderer now, and I like). Is there a way to let the renderer know when to make the…
Thanks for the crit sybrix, I will try out your suggestions. Here are the texture maps. Here is the same models rendered with only default max lighting as opposed to the mental ray renderer from the other renders. I think this is closer to how a game engine would light them although I am not absolutely sure as I haven't…
Thanks! I've scaled my mesh to the standard size of a character for Unreal (96 units) however not much help.. Do I need to re-render the displacement? A few questions on Displacement mapping as I've only used normal maps for details. Does Unreal render black as height or the other way around? and would it be possible to…
Those renders from UDK are just amazing. I've been searching for a simple guide or tutorial to setting up such a render, but couldn't find one anywhere. Anybody know of one? The two links in the wiki have me believe that it's required to input commands into the console and use Kismet, both are new to me. There seems to be…
I saw this in the WAYWOT and this is really cool. The only thing I see that needs tweaking is the render; it looks like the AO pass is a tad noisy (top pipes). Maybe increase the MAX distance a bit. The model looks great! edit* I could be wrong on that, maybe it just needs to be rendered larger with an increase sample…
your renders could use some work. especially the prop/weapon ones. The prop itself might not be bad but the crappiness of the render isnt doing you any favors. Its not 2002 anymore, get some lens flare up in there edit: but dont go offline.. if youre looking to get in to the game industry your renders should be real-time…
Max viewport hasnt got as many features as Maya. Either you need to find a hair shader material or use Activeshade with an Arnold renderer to preview any hair work in Max, The standard viewport renderer is pretty bad and it hasnt got Arnold IPR like Maya, Or decent quality shadows, Or RTGI. Make sure you set your…
Hi, I'm not sure if you meant to post an image, but it didn't show up. The transparency options are covered in detail here: http://www.marmoset.co/toolbag/learn/glass You can add emmisive maps and various other texture types in the material editor, scroll down to emmisive, there are a few different types. The render…