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…
Hello recently i have to make a remaping form one UV to another via 3ds max. I made it throught render to texture by diffuse channel. But i have two issues. Render Setings: Defalult Scanline Render Filter - Catmull-Rom. Global supersamping - Hammersley 1) Texture that i imported into scene have slight tint diffrence…
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8monkey Labs and Cgtuts+ are hosting a contest to give away three full licenses of Marmoset Toolbag, plus they're soliciting your suggestions for new features. Jump right in there and show us the Polycount juice! 8monkey Labs are running a contest to help introduce the commercial release of Marmoset Toolbag. This is your…