This is a free texture from here: https://3dtextures.me/2018/10/04/sapphire-001/ Basically, I'm curious how this is rendered properly with height and depth to the render. Obviously if this texture is added to a sphere it will simply be flat. Is adding a bump map the correct way to do this?
It's a 3D game character model with texture/spec/normal. But they are asking the Shader setup needs to be done in Maya with Maya stock shaders or mental ray. And for the turn in, they are saying renderer and lighting of my choice. By renderer by my choice are they saying default/mental ray or are they saying I can use…
Vray doesn't take the transformations on objects in consideration when rendering. I don't know why. I made this simple scene to show you clearly my issue. I don't have this issue when rendering with other renderers Do you have a solution? Can you help me?
Hello there, for my current project I plan to use fibermesh in Zbrush to create the textures for my hair cards. I got inspired by this tutorial https://www.artstation.com/artwork/yb1b89 to use fibermesh to create the textures, and so far I really like the results. But how would you advice to generate good normalmaps for…
The render is noisy and honestly, I dont know who cares about an ao render. Don't take this wrong. You should rather make other renders from different angles.The model looks good as far as I can see on the image.Did you make the model?
Hi, I'm currently having issues trying to get a batch render out of maya hardware 2.0. For some reason, when I press batch render, I end up with this result: http://i45.tinypic.com/xlfp7t.jpg Am I missing something? :( help
Just spotted this interesting presentation from Guerilla games on the use of deferred rendering in Killzone 2 and thought I'd share. We've just got this implemented in our engine, and I'm impressed so far. There are distinct pros and cons between it and forward rendering methods, namely that alpha blending and AA are more…
Hi folks and happy Friday, First post on polycount so I wanted to start with something simple. There might already be a thread about this, but I guess my questions would be about lighting and rendering best practices. Its something I've always been a bit confused about. Below are just some speakers I modeled really…
I'm a beginner to substance painter and to texturing in general, and I'm trying to get used to working with Xnormal for making normal maps, but when i finally work everything out (seemingly) and get a good looking map that renders correctly in the xnormal 3Dview i find that when i import the normal map into substance…