I wanted to share this with you all. I will not have time to render out an animation as I had wanted to, so I will be making Panoramic nodes around the scene and rendering them out. Here is one, though there are still a few objects that need textures. I got the book cases with a cursory texture done, and filled with books.…
Looking at a few of your posts it looks like you keep rendering using a skylight and light tracer (ambient occlusion). Now it does make renders look good that's why it is known as the sexy button. however it will tend to hide flaws in your geometry, like if something is wrong in a smoothing group ect. So while your…
Here is how kodde's maps came out in max when I used them. Note this is a scanline render. I've never used object space normal maps before and I don't know how you display them real-time in the max viewport. Also I had to swizzle some the green channels: Heres a tangent map rendered from max compared to kodde's: Heres a…
So nice! I love the natural feel of the face. The render is superb too, I like the little dot floating around, makes it look nonCG, which is great! - still, one thing I'd love to see is a touch of reflected light hitting the inside of the arm just like what you already have on the underside of the throat. And I'd love to…
Been a long time I didnt came here but I tought about giving you a quick heads up about your environment. I'm really unsure what goal your are heading for but the first problem in your scene will be the poly distribution. What's on the roof shouldnt have that much poly. Those electric cable can be made from alpha (Unless…
ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…
Why not try adding atmosphere to some of your renders? Everything around us in real life has atmosphere, like particles of different things. I feel that's one of the biggest ways to add realism/depth/life to a project and escape the more cg look (unless that is your goal of course!). I feel I should give an example. Take a…
great render and material there! I have a question about it if you'd like to share. How did you apply it in-engine? Did you use displacements or pixel offset on a plane geo? I can't tell from the render. Thanks in advance
Hello I have been working on a large-scale 3D project in Unreal Engine 5, and I’m encountering performance issues related to my custom shaders. When applying complex shaders to large assets, especially with high polygon counts, the performance drops significantly. I’ve tried optimizing the shaders by reducing texture…