@JesseL Thank you so much! I am to give a look to the camera, thank you for the feedback :) Right now I am using Maya with Arnolds´ AO for rendering, for now I am not thinking about importing it in UE (cause the scene has too much polys for real time rendering), and I am not pretty sure what you mean with being explorable…
When I use this script to make a screenshot, I also make a copy of the material and set all the diffuse components to fully self-illuminated white, and make the background black. You can then just swap between the two materials whenever you need to re-render. You can also just render a proper alpha, using the render…
Update! It's mainly about the head geometry. Here's the render currently (lot's of placement bugs, but since it was mainly for geometry I'll change them later, once it'll be in its final version). Render: Zbrush: So yeah, my character probably changed a bit too much from the original render. But I believe the skull fit…
Nice then I'm on the right track. A question though, when it comes to rendering out for example a scene like this, should I do it in my 3d modelling program, or since I make stuff for ue4 usually should I render it there? I know that's a preference and style thing too, but I'm thinking that using ue4 would help me learn…
The high poly looks good, though the edges are way too sharp. It was never going to bake well. What did you render the low poly in? It looks flat shaded, has really hard shadows and has pretty bad aliasing. I'd render it in marmoset, if you're not already. Take a look at this:…
If you happen to try go back to the old way of how you was doing your road with the 2x2 squares and having the lightmap like your old UV set. Inside of UE4 try rendering your scene in production (it might take some time to render but will be worth it to check) and if you go to world settings and Lightmass settings, change…
Thanks for pointing that out, I had missed out that step. I've reloaded the normal map onto a new texture (blinn), it's looking fine in the viewport but when rendered it's a mess! Could this be an issue with the renderer? I'm using Maya software as my university hasn't gotten round to installing mental ray for Maya (crazy…
One of my old elementary buddies is doing arch viz and bugs me for 3d stuff but from what he said, its a lot of vray renders of clean interiors/exteriors pretty much. They also tend to do a lot of after-render photoshop work to try and integrate it into a scene (mainly for exterior renders) I asked him if he ever thought…
Exactly. I don't disagree with the problems surrounding the metalness workflow, but the metalness workflow does not = PBR. Issues related to the metanless workflow are not caused by or directly related to PBR. Physically based rendering is a holistic rendering principal that is not locked to any specific technique or…
yeah im not sure what is going on with my rendering i made it at school and someone had really fucked with the settings ill try to re render when i get home. I agree that the knees need work and the arm as well. edit: the side view of the leg looks very odd because some of the edges are showing through I am not sure why…