malcolm it seems like you're asking how to model subdivided meshes for offline rendering, instead of how to model for normalmaps to use for realtime rendering. Yes? If so then Toomas' idea might work. Seems like extra work to me, but I don't do that kind of rendering anymore. Though retleks seems dead-on about the…
Thank you guys for the kind words! <3 And no worry Dabou, I should've shown in the previous comments what concept I was following so no confusions would happen. I slowed down in the end of the year but got back into studying and practicing earlier this yes. I remade yet again my skull study and went a bit further by…
I think @Obscura is correct. Check out this GDC talk from 2014. It's about the snow in Arkham Asylum, but I think a similar approach could be used for the effect here. I've done something similar in Unity with an orthographic camera that renders a specific layer to a render texture. Then that render texture is piped into a…
Sure. Glowworms/firelflies seem small enough to not be considered characters/animals. Blender can be considered real time renderer if you take a screenshot of the viewport, not if you render an image through its renderer. Again, skeletons should be used only if they are part of the environment, embedded in a wall, or a…
WOW Thank you guys!!!!!! I 100% agree with all the feedback, but I was working on this for a while now and grew tired of it to do any changes :P I used XSI (for modelling only), Maya, Zbrush, Photoshop and Marvelous Designer. Rendered in Vray with an HDRI and a couple of area lights Clay render setup is a simple cornell…
I think I hate my final presentation for this. I mean it's just Z brush renders. but the saturation feels too high. Aside from the part that I hate the renders I feel pretty good about the model. I know these aren't the best views but the render settings are pretty high and I don't want to get every angle. maybe I'll save…
Makes you wonder why deferred rendering isn't implemented under their DX9 codepath. Not like deferred rendering is exclusive to DX11. Only benefit of keeping it under DX11 afaik is you can do MSAA, which is pretty redundant with today's shader based/super-sampling techniques. Plus deferred rendering offers so many benefits…
I might even recommend ignoring mental ray and going with a different renderer. There is a huge renderer competition to be the best these days so you have MANY choices, and mental ray is not even on the map. The standard of quality is Vray. But there is a plethora of GPU based renderers to choose from for any software…
If you intend to render this in a game engine, then you need to approach it that way. Make the lowpoly as close as possible in form to the highpoly. Sculpt the highpoly. Bake maps from one to the other. That will solve the stretching, as long as your low is not too low. If you only want to render in an offline renderer…
It wouldn't work out of the box due to 3D movies being shot/rendered to give you depth when put in a frame while the rift renders the complete view of the individual eyes. Not sure if I makes sense without a picture though. Of course you could write a video player that creates a virtual frame to render the movie in but the…