Don't worry if the model is boring, its not about that at all mate. Like you said its the learning process. Modeling props like this is a great way to learn not only that it will impress people looking to hire you, knowing that you can crank out random props. As for the lighting and rendering stuff. I would not do renders…
Hi guys! Probably i needed to update this post more frequently, but well, it's is how it is :) Here are some renders of textured low poly King Krote. I will really appreciate some feedback from you guys :) These render were done in marmoset. And the ones were done in bledner 2.8 eevee engine How you think which renders…
I don't know how the best way would be to do this in Maya. If nothing else works what you could do is make one render with green background (roughly the kind of green that the leafs have) that serves as your texture and another render with a white background. Then you go into photoshop, desaturate the one with the white…
It might sound strange but does your renderer support proxies? Or any form of doing instances? I share the same pain of trying to render hair-like objects on limited memory. On 4GB of vram, I've found using grass cards to be highly doable for rendering 200 meter x 300 meter environment. While 3D like hair/grass geometry is…
I'm fairly sure it's just the max viewport being stupid. If you actually do a quick render, the texture will be higher detail. If you install xoliulshader you'll see how it renders the texture quality much higher via the viewport. Or maybe it's because of how you did a render-to-texture approach? I'm not really sure…
increase the self illumination of the screen until you can see it. you may need to raise the value into the thousands before it is visible. also the reason your render is looking unrealistic is probably more to do with bad material definition. FG settings have very little to do with it. Infact 90% of the settings you've…
It does not look like a software installation issue. I am not familiar with render farm but I would suggest to find out: 1)render setting in vue if possible 2)Core utilization in RenderCow 3)Send a message to your 3D software manufacturer 4)Send a message to RenderCow too. The issue is that one or the other is capping core…
I don't think you need to worry about working in linear space while creating textures. I think the only change in a linear lighting workflow is how rendering engines calculate lighting. In the past (and mostly in the present) game engines would calculate lighting based on gamma corrected images. Now they are lighting…
So I think I'm gonna call the texture done, unless somebody sees something I've missed. These are just some quick marmoset renders I've done to get any last crits, and then I plan on bringing it into UDK for some final renders. I also want to try Key Shot Pro out with my High Poly. Texture Sizes: Tar-21 4096 Aimpoint 1024…
Looking good but I see a few things. First this is rendered with only half of the armor correct? (if not then your material is really screwing with stuff lol) Second the face plate thing seems to be a little wider and less tall in the concept. Third, despite the previous pic showing a good level of geometry, it almost…