staceanator, check your mesh's normals. UDK (and pretty much all engines really) only renders the side of the face with the normal facing outwards, it won't render the backside of the face.
Final renders, renders inspired by the work of Matthias Develtere. This was an idea I decided to cut, a small diorama made from random meshes I made long time ago.
I've seen weird things happen in Viewport 2.0 that don't happen in default or high quality rendering. What version of Maya are you using and which viewport rendering mode?
I think the seams don't show on the middle render because the surface isn't as glossy as the third render which material on it. This is a bake issue. Probably would disappear with proper cage.
I am pretty happy with this texture. My second attempt on a wood texture. This is rendered in Iray, but I haven't figured out how to render Material height as detailed as this in UE4...
Looks freaking awesome, bummer that generic GI render is hiding a lot of the detail, get a semi shinny material on it and do a nice 3 point setup render i say
@dGreenberg thanks 😄 For this render I just used the basic material and then I composed all the passes ( bpr render, Ao, Shadows and lights) in Photoshop. Hope that helps! -D
Like the character sculpture work but maybe increase the tonality of the rendered shots with dynamic lighting. Not sure how these are rendered but my suggestion would be to manipulate the use of three-point lighting.
Dither should work well for black smoke, it will look noisy in the viewport but looks much better when rendered out. Render out at 2x if you to reduce noise further.