I am finished in last 20 days first 4 challenges, first i am used v-ray, but later i decide to use Arnold, and exelent shaders from http://anderslanglands.com/alshaders/index.html Wires: https://www.artstation.com/artist/dragan_kojic
Been working on this project for a while now and decided to have it be my fear killer. In this project, I tackled my fear of grooming, female likeness, and learning a render engine like arnold. hope you guys like it, any feedback would be appreciated :) . For more breakdown shots here is the AS link…
Cartoon character for animation modeled only in Maya and textured with Substance Painter, rendered with Arnold. Cartoon project for Animum Creativity Advanced School. Based on the character Thomas Marriott from my favourite comic, Universe! by Albert Monteys. https://www.artstation.com/artwork/xJvRWW Thanks for watching!!
Hey, just a quick question - is there much difference between 2016 and 2018? Apart from Arnold and the bugs in 2018, is everything pretty much in the same place as 2016... or have max adopted maya's approach and put things in odd places? :) Many thanks
Hey folks, Just finished this piece about a week ago. Really glad to call this one finished. C&C always appreciated! Modeled entirely in Zbrush, lit and rendered in Arnold. Mountains were made with Gaea. Breakdown in my Artstation post: https://www.artstation.com/will_faucher
That thing actually doesn't need any baking from hi res model at all neither` all those beveled 3 edge loops. Could all be done by rounding corners shader in Arnold or "bevel' shader in Cycles. Or even just done by placing normal map decals in substance painter and later extruding geometry for lod 01 after the normal map.
I would say if you dont need any GPU renderer its save to work with AMD cards. Redshift is in apha with AMD support. So even there is hope. But Arnold, Renderman XPU and Vray dont get AMD support in the near future.
Which renderer? Viewport or Scanline or Arnold or V-Ray or are you going out to a game engine? Each has specific methods. Semi-universal rendering method is to animate the Output Amount in the Bitmap. You can also animate Visibility in Object Properties.
Few more tweaks to Rollergirl. Feeling pretty good with the posing. Did some rough visualization in Toolbag ( final render planned for Arnold ) Unless something is really sticking out, I'm going to commit to final geo and start hair groom in XGEN
Very easy with Arnold just use an aiUtility node with these settings... shade mode = flat color mode = normal You can also set up an AOV to render it out at the same time as the beauty pass etc. google will explain the technical bits