Final renders: https://www.artstation.com/artwork/OlgNK ---------------------------- Hi! I started this project a while ago, but now I finally have time to finish it (at least I hope so). Today I finished modelling interior and rendered some high-poly showcase. Earlier I also did most of the texturing work for the outer…
I ran into a problem with some alpha mapped planes while working at my Han Solo Blaster model : The planes render fine in 3ds max 2015 (default viewport settings, except max texture size) while the same planes render...well not as they should in the classic DDO's modelviewer and Substance Designer I really have no clue why…
Hi everyone,I have been working on this piece on and off for quite a while and now, with some free time on my hand, I decided to finish it. The concept is from Libico Maraja (RIP) - imho one of the the greatest illustrators ever lived. Its an illustration from an old Italian animated feature film called Rosa di Bagdad.My…
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Dumping some new renders. Got her rigged up and now working on the final renders. Have a couple versions, would like to know which people like more, the gold glasses and red nail or the green glasses and nails. I also have full body renders of her without her tattoos glowing so you can see her in regular relaxed mode.
i think you mixed up workflow with processing speed and there it depends most programms use the cpu (gpu is on the rise !) for rendering out maps, so the more cpu cores the faster it usually is (at least if the programm you use supports more than one core for rendering) if you are using programms that render out maps using…
Generally you can't render transparent (as in blended transparency, rather than alphatest) bits over non-transparent stuff when it's part of the same material. Everything's done in one pass so the engine doesn't know which bits get rendered on top of the other bits. So yeah, you'll have to split the transparent part off to…
Long time no update, so here it is I think I am ready to move onto rigging him, I have added the top which can be swapped out. I rendered him here with a very low quality vray render. I think the final I will do a render of him in vray and probably through him into Marmoset. Any way this is were I am at now.
1) Hardware render should render pretty much the same thing you see in your viewport. You could look into using a CGFX shader in Maya or Marmoset Toolbag to render your art in a game-engine true look. 2) How did you create your normal map? Could be one of the color channels in the Nmap that does not correspond to the way…
@ Mr. Bear: For Most of the rendering being done, I used Jeff Pattons setup in his Gnomon Vehicle Rendering tutorial. It's primarily photometric lights set to display as rectangles, which then reflect in the A&D Materials. No Final Gather or GI, though I composited and AO pass into the final result right here. Here is the…