Hi, so basically I am trying to render an interior scene and I am having a hard time to make it look more photo realistic.. I have some experience with modeling and texturing(game modding) but never actually bothered to create a render. So this is a first timer for me :I . Maybe some of you with a better eye for this could…
Hi, first time posting and also my first attempted high res. I'm at the stage where I'm satisfied with how it looks (It's a Red Alert 2 Prism Tank) and was just curious if anyone had some tips/links/tuts for getting a good render for portfolio use. (specifically with mental ray since UDK can't handle the high poly. I just…
Laurens's tutorial is really really nice. I would definitely get it. 1 little minor thing that bugged me about it and its TINY, was him saying passes need to be manually saved. if you set a render output path for the beauty, then max automatically saves the files for you. You just need to make sure your hitting render and…
Hey all, Wondering if anyone has a good way of doing this. We will have hundreds of files that need to be individually rendered. Each will consist of about 4 seconds of animation, but will have about 3 cameras in each scene. We need to figure out a way to automate the render process of multiple scenes with multiple camera…
Hi Everyone, Our texturing process is built upon baking in lighting information and data into a flat diffuse. I'm running into an issue, where normal maps when doing a diffuse render to texture are providing incorrect surface information. It may be easiest for me to illustrate via some simple imagery. Here is a simple…
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
Thanks for the heads up on the signature link! :D What I meant was when I change the renderer in the viewport from default quality rendering to high quality rendering
So I have this weird issue when trying to render glass in Arnold, and I'm not really sure what's causing it. When I render, I got some kind of "artifacts"- When I smooth the mesh, those "artifacts" disappear- Anyone has an idea what's causing it, and how to remove those artifacts from the unsmoothed version? I use…
To a decent quality absolutely, these guys did: https://unity.com/madewith/adam Though NO real time renderer will get you to the same visual quality of an offline production renderer like Arnold or V-Ray (yet, maybe another 5-10 years). What would you be rendering?
Hey guys, ive ran into a small problem when rendering out an AO map and Cavity map for my model in Xnormal. Im using a cage and the normal map comes out just fine but when I try to render out the AO and cavity map they come out so faint and light you can barley see them, any ideas as to why this js occurring?