Hey, it's my first head sculpt and I need some advice from you pros out there. I'm still not in a detailed stage, so I should be able to switch things around. Any thoughts & suggestions are welcome! cheers NEW: Images: and a stylized render. It is rendered in Marmoset Toolbag 2, with some slight edits in photoshop. Mostly…
Hey guys, i am having some problems with my texturs in Marmoset from Substance Painter. It looks great inside Substance Painter but in Marmoset its just horrible. The strange thing is i have already made a model and rendered inside Marmoset which looked good (first time using substance) Now with this new model everything…
Hello, Is it possible to render a material's output directly to a texture? I've seen plenty of tutorials on the scene capture actor, but implementing something simple like directly rendering to a texture from a shader seems to elude me. I suppose it can be done using a custom node and just writing the HLSL, but I don't see…
Hey polycounters! This is my first car. Looking for some critiques and any advices/tips on how to render it. I am planning to use Iray with max2014 for rendering. I am a bit clueless on how to setup the materials for it though...(polished wheels, car glowing paint , windows tinted , tires ) I would also like to make an…
trying to figure out how to properly use render passes from zbrush to put together a classy render. I have seen some tutorials on post processing and making beauty renders, so I figure now is as good a time as any to fiddle with things. what I got with him so far.
Modelled in max Render is done in mentalray (there is a tutorial on cgtutsplus where someone makes like an old huge sort of sowing machine thing, and there is a bonus video with some basic render tips that I tried out). Basicly a A&D material, then rendered out AO, and some slight tweaking in PS afterwards on the final…
If you're rendering in Marmoset, you can change the diffusion module to mircrofiber which allows you to add the "fuzz" fresnel effect. If you're rendering in most modern game engines there should be a way to add a fresnel effect manually in the shader or material. If you're only rendering in SD then you might have some…
Looks like you are using max? It's probably since the default viewport is nitrous? Somewheres in the setting you can change that. Or are these renders? There isn't much of a point in rendering low poly assets if they are going to end up in a game engine anyway. If its a render, you must have some sort of shadows option…
Thanks for the input guys, I have tried quite a few different settings and what not , but the problem is whenever it renders it switches the render settings to .iff format. I can see it switch to .iff in maya render output as well. :S. The way I fixed it is by using 3ds Max and Swift 3d instead.. lol
Updates- Took the textures into Marmoset 2 to set up materials and rendering. In doing so I tweaked the diffuse to work better with the lighting and materials. I set up 3 renders, a rounded cube, cylinder, and sphere. Look forward to thoughts and feedback on which render looks better and other comments and critiques.…