For some reason Render to texture is not saving a file for me. I go through all the steps to baeke out a Normal map in Max 8, and I hit render, the render wondow shows me the unwrapped model with the normal map applied, but even follwing Mops tutorial to checnk the settings, Max is Not outputting a normal map at all. Did I…
I am a 3d modeler with an interest in the more technical aspects of rendering and 3d optimization. I primarily use 3ds max and unreal engine 3 and have been trying to get a more advanced grasp of how real time rendering works, what are the main steps involved and whether this sequence is universal or differs between…
EZ eveyone, its my 1st post here! Anyway I've just finished modelling and unwrapping a syringe I've been working on. Its fairly hi-poly, so I wanted to make the UV map fairly high res too. I want to export the template as a 4096 image, but every time I click "Render UV template", I get the error message thats shown in the…
Hi guys, A quick question, is it possible to render vertex colors to a texture (with max 8's render to texture tool) ? If so.. how could I do this. Thanks!
Hey I was wondering if anyone had any tutorials or if anyone could just help me with quick renders. Im using maya 2008. Ive been working on my modelling, but the default lighting with black background are just HORRIBLE renders... Any help would be greatly appreciated. Stefan Lipsius
Some additional sugestions from my side (I'm refering to the desk-scene): You shouldn't throw all your work into one scene. At the moment it looks like a random composition of things you created an put it all on that desk. Take the things which relate to each other like the gun, handgrenade, Knife and get some other items…
I have a 3D mesh I made in Maya but I want to render it out in a certain position and angle so I can use it as a normal stamp in Painter. I'm using VRAY but the Render Elements has Normals which is camera space, but I would need a tangent space normal map. Is there a way to generate normal stamps from the render view other…
I am quite confused.. I have a mipmap http://www.crazybump.com/MipmapTest.dds.zip that i took from http://www.polycount.com/forum/archive/index.php/t-60842.html the concept is that the colours will change with the distance from the camera according to the mip map level(?).. i am trying to render it in viewport and render…
what is the proper way to apply an AO map for the render to texture roll out?... i've made sure my renderer was on mental ray, but there are a few MR settings and i dont know if i'm using the correct one, but the result i get every time is black poly clusters... I took the map into photoshop to see if i should just invert…