The think that annoys me is that once you set that type of shaders you can not use Arnold or Art, or any renderer apart of scaline that probably will look bad. Also you can not export that PBR material except to Stingray or his successor.
Hello polycounters i wanted to share with you the latest update on my sculpt. I'm actually doing a full retopo and preparing the UV so i can start to render the dude inside Arnold. I would love some feedback ^^
Cassowary assets modeled in Maya & I did some sculpting in Zbrush,Mari for the texturing ,I used software maya Xgen and Fibermesh for groom , Rendered in Arnold also did some wip composting in Nuke & Photoshop. https://www.artstation.com/artwork/QzA5Zr https://www.zbrushcentral.com/t/cassowary/367819
Hi everyone! This is my first post here where i show a 3d model i made. it's based in the Bolter/Plasma Gun of Azrael (dark angels/warhammer 40k) I challenge myself to made al shaders with nodes of Arnold render, so all the textures are procedural.
went straight into lookdev and arnold renders, first time using that renderer i have just seen this! completely forgot polycount existed :cry: ill consider it when i give him another pass on the textures! thanks anyway =)
Thank you :smiley: glad you like it, Yeah i should make it a realtime model. been thinking of either do a hand painted model or try learning arnold skin shader :) Eitherway, shall update the progress :wink:
Here is an updated render. Trying out Arnold for the first time! I painted the eyes in Photoshop as I didn’t bring the texture through, hence why they look a little different from before. Any more more feedback on him? :)
Hi, I focused the face close-up details and I made some experiment with Arnold render using alShaders in Maya. The peach fuzz was made with XGen. The face details was sculpted in ZBrush and I painted the SSS textures in Mari.
Raymond Arnold: This is very true, but any reputable company would not do this imo, at least not to risk getting caught and legality issues etc. Anyways, this definitely isn't the case here, there are a bunch of us that have done this exact test. It's legit ;)
Arnold's RTT works like any other Baker, you just need to provide it with a target mesh As long as the map defines a direction vector you'll be able to use it for anisotropic highlights in some way. The nature of the map will be determined by the shader you're using.