I've been working on this piece for a few months now, not entirely sure of how to accomplish it, learning things as I go. But, I hit a bit of a roadblock essentially about what was mentioned earlier in these posts: Does the linework clash with the rendering, am I showing enough through the rendering, is the rendering…
Hi MM, thank you for pointing that out. But how could you tell? Sadly, I really don't have the spare time to make this again. I'll be aware of it from now on, and try and pay more attention. An update on my progress:- Here's a turntable render of my base mesh with wires over the coloured loops:- http://youtu.be/aTYqxFl1pe4…
very nice art, but agree that the engine doesnt show it of to its true potential, one thing i noticed is a lack of colour in the shadow renders, like its rendered with a white ambient or similar, if the shadows in the render had more colour to them it would have more zing. also that floor is either suffering some nasty…
you might want to add a tiny little chamfer on the rubber band on it's edge because in rendering you actually never see edges so chamfering them makes it actually visible as a edge. It's one of these things about 3d that one can quickly forget becuase for us an edge is an edge - and if we were to draw an edge we would draw…
thanks for the quick replies! thanks for the crits too. i need/want em. i got some questions if anyone can help out... how do i get good renders for game models? i lose saturation and crispiness when i use the standard maya rendering globals. is there some standard render globals? and light setup? im using lamberts right…
on the other hand if the employer spots the rendering he migth think "oh nothing but fancy renders" I say go with a basic three point lighting. Or try and mimic the lighting from a up to date game engine. If you use a GI render or somethin like that i would atleast mention it somewhere. The short term advantages you get by…
Probably shouldn't be posting this yet, but almost done. The cloud on the right looks a bit wack, gotta fix a few of the textures. Rendering in Arnold... The transmissive materials (the smoke ring and the propeller bubbles) look super noisy after render, so I had settings craaaaaanked for em, which was jacking up render…
you're doing a great job stylizing those trees ! about what Razgriz mentioned about the over saturation... if you do find that your over all rendered scene is too saturation, since your rendering this in max you can just use a Zdepth pass to lower the over all saturation. Also render out objectIDs and desaturation on the…
You simply need to setup your working gamma right first. In 3ds Max 2014 there is no gamma input/output spinners, so you need to correct it when you save image or change it in config files. I'm using SolidRocks for Vray and its has almost fully automated process of gamma correction of pre-renders and renders for post…
This is more of an overall crit. but you should probably spend less time on rendering and more time on well, everything else. like anatomy, proportions, perspective and all that. Im not saying its bad, its just very apparent you start rendering way to early in the painting process, without making sure you have a solid…