Halo! Thanks for the feedback, I will try to change it as fast as possible :) . About the broccoli run,it is the way we imported them into unreal, we wanted to achieve a really fast animation and as unreal works with seconds and not with frames (or that is what I understood in the moment) the better way to do it was…
Sorry, I probably didn´t explain it right. My fault :( I basically wanted Diffuse from polypaint from Zbrush. I never had problems with other maps (thanks other programs like Xnormal,polybump, mudbox etc.) I am afraid there is not such a option what I want. - my goal: render easily one diffuse map together with many…
Yea that's a great video and matches my experience with it. The realistic lighting is really accurate to the point when I'm laying out the lighting for an environment I'm not rendering the scene after every tweak, it's saving a bunch of time. As for the skinned mesh deformation speed, for me there is a slight noticeable…
NP! :) By the way a new version is out, which includes some of your suggestions: Rendering quality should have improved a bit thanks to gamma-corrected rendering, but it's a somewhat tricky area and I would really love your feedback! This is an important step towards supporting physically based rendering (which should be…
its great to see some serious movement again in surface research. i think most of the large players have become complacent with subdiv surfaces because "it works" in off line renderes. but there are shortcomings in other domains. while its great to see feature adaptive real time rendering with displacement that is not the…
Okay,I have been reading u can downgrade the resolution and size of your fg map.Say if u were rendering at 1080p,can u use a fg map of 960 x 540p?or 720p will be the best res to use. I have heard flickering is mainly caused by not having enough inital fg density points, hence Mental ray has to compute additional ones.I…
As someone who self evaluates as a lower-mid tier Character Artist atm, I'll say in general I would hope a course taught by a senior would zero in on what I'd describe as technologically specific and esoteric tasks within a character art pipeline. To me that ranges from high poly modeling methods for specific problems…
Going to Necro this thread because I'm possibly working on the same art test. I'm trying to paint in areas using vertex colors, layered textures, and different UV sets. I've gotten this to work with the Diffuse textures, but when I do it for the Normal maps, they don't show up. It's either one normal map or none at all. In…
Thanks! I also have a book my wife hi-jacked from work lol. Great refrence especially for setting up the lighting. Most of the rest I can figure out on my own but it was invaluable for helping figure out FG and GI. Well the lighting is pretty simple. Its just a daylight system, with mr sun and sky and I used the mr…
Thanks man its a pretty simple setup i guess only took 15min to render each frame, and i probably turned on some stuff that made little difference to the quality. Here's a pic of the render setup, the background is just a plane with a zero specular highlight grey material, the 3 mr. omni lights were used to add some extra…