COMMANDO! A classic Arnold movie culminating in him slaughtering around 200 motherfuckers with guns, bombs, axes, pitchforks, rocket launchers, grenades, knives, and even circular saw blades. Gratuitous oily muscles included.
Recently Finished Personal Project, Warhammer 40k fanart, Emperor of Man, Zbrush, Maya, SubstancePainter, Arnold, Nuke Practice for the ntire pipeline, C&C apreciated. https://www.artstation.com/artwork/PmARan
It looks like the current 2018 render engine is Arnold , So search for that instead. You should be looking for "Self Illumination" or "Emissive" material properties .I cant help you anymore than that
Thanks for the quick response! I checked this morning and the issue was I was working with textures exported using the PBR preset. I plugged in the Arnold set I had already exported and boom! fixed it. aha :# Thanks again!
Does anyone know why it's so different openGL vs iRay in both supposing to do same physically based rendering and energy conservation. Same Evee vs Cycles or Octane or Arnold etc. And only Unreal does it more or less close to what all offline renders do. Mostly in its architectural visualization template although? That…
@Gikkio Hi and thanks for your answer! First one is fully modeled and textured by me. The other two are created using metahuman and some modeling and texturing process (substance, maya, zbrush, arnold). Have a nice day!
http://https//vimeo.com/307173099 Go here to see the 8 second video.... This is...was my first complete build from start to finish. Maya, Substance Painter, B2M, and Materialize were used and all renderes done with Arnold.
How does your mesh look like? What maps are you using (diffuse, spec, displacement, sss)? What renderer do you use? Arnold, Mentalray, Vray, Cycles? And whats your light setup?
Here is the 3d model of scorpion from mortal kombat and a face sculpt of Arnold Schwarzenegger that i have been working on. They are no where near finished. Any tips on how i could improve the models will be appreciated. Thanks
Beware though, the Standard material uses the outdated diffuse-specular workflow. If you want to follow current (better!) surfacing standards, choose the Physical Material and Arnold renderer, and learn how to use PBR.