But here's the question : whichever setup you pick (the name doesn't matter), do you have references for the look you are after ? Either practical references (actual pictures showing the look you are after), or at least, a solid mental library of lighting scenarios that you remember for good product photography you came…
Really enjoying Substance Painter so far. I noticed a possible bug, so thought I'd mention it here. For some reason the metallic channel was occluding the PBR render and displaying as black as opposed to metallic (it was not reflecting light when it should have been). When I set up a new scene and replicated the conditions…
I have recently been testing substance painter 2 and it can handle pretty high poly meshes. You could try to texture there and render in toolbag 2 which can handle high poly as well here is my workflow and result> In this personal project I tried to make another approach at high poly texturing and rendering. I used Zbrush…
from a technical standpoint, usually the material will render vertices in the order they were created in your modeling app. when you create a mesh, the verts are given ID's (essentially a mesh is an array of verts). This array is handled in different ways by different mesh formats... if you export as a .obj file then it's…
Thanks for all that explaining :) Basilcy the 1st screenshot will be one of the 3 set of screenshots. 1st will be a beauty shot posed. 2nd will be like the one above (1stpost) but textured and 3rd will be a wireframe shot. Its the Low poly with the baked down normals that is gonna be shown in the portfolio tho. I have…
For sub-surface scattering you will have to use Mental Ray. Then assign a "SSS Fast Skin Shader" material to whatever you want to have SSS. I'm not sure what you mean by caustics, again that's a mental ray thing, but if you just mean light bouncing from diffuse surfaces (radiosity), then you can do that by using Max's…
[ QUOTE ] Do you have a picture of the gun it was modeled after so we can make comparissons? Without that all I can say is the grip looks a bit funny. That and the wire frams are confusing. To get a better wireframe (I'm assuming you're using Max): 1)Duplicate your model as an instance. 2)Apply a push modifier, with a low…
Well Hello there VikingJim nice to meat you. The shock rifle was actually My first one. I must mention They are not My ways of modeling them in a way,I was creating them the way the Original Modeler made them,So what go's Go's. Anyway I will try to remember,I'm not saying this is Exact but I think it was in the 300,000…
Table of Contents Image-Based Lighting in Cycles Blend File Image-based lighting is a good way to quickly light your shot to better match a real-world environment. Cycles makes a lot of tools available to help you deal with image-based lights, and I'll show you a few tricks I've figured out. Start by checking "Multiple…
@Mark Dygert pretty much hit the nail on the head. Where our software is better is that it's real-time, and it has workflows built specifically for games. Videos truly don't do it justice. Within minutes you can have studio quality flipbooks for your VFX. And then from here you can export just about any data type you need:…