Take a look at gravity, its completely rendered with arnold (unbiased renderer). So you see that unbiased renderers are suitable for heavy scenes too :) We use arnold too for the rendering of tv spots. Its really fast and easy to set up and you don´t have artifacts which happen when you use final gathering or lightmaps…
To quote a famous scientist: "Good News Everyone!" There is now a better and simpler way to increase your polygon density in on a model in zbrush. If your working on a skull and want to add folds in the eye brow, for example, do the following: Duplicate the head subtool > select duplicate subtool > go to your lowest sub…
Cheers Kodde, Well the problem appears to be with Max's OBJ export. I've spent about half an hour messing with Max export settings and couldn't get any OBJ's to load into the viewer. I tried a simple cube, up to 500 triangle characters and nothing would even open. Exported with pretty much default settings from Maya and it…
It's quite clear you've taken a couple of tricks out of Jessica's book when you look at her tree but you're missing one of the big parts: her trees use half the amount of triangles you use, even though they have more coverage. You're simply throwing far too many triangles at the trunk. Right now you have about 500 or so in…
This seems absolutely awesome! I too have had some issues with xNormals curvature map baking. Though, when clicking "Assign Bake-Material" i get an error reading # Error: ValueError: file k:/Create/Maya/2014-x64/plug-ins\r7_vertCurvatureMain.py line 501: No object matches name: .cpvSets[0] # I may have done something…
That's a nice idea, you can do that, too ;) Proof of concept: macroscript DoubleTapcategory:"Advanced"toolTip:"Double Tap"( local lastTapped = 0 local delay = 500 local waiting = false local timer = dotNetObject "Timer" fn singleFn = print "single" fn doubleFn = print "double" fn onTick sender evnt = ( if waiting do…
Use a Box with same size for all sides for example 50x50x50, Turbosmooth it with 2 Iterations and add a Spherify Modifier on that box. Colapse it and convert it back to an edit. poly.
You don't need to go so low with your textures and tri count. It's good you're thinking about it, but these days a 1024 map isn't a luxury. You can probably keep that...! The tri count is fine, you could make it easier on yourself if you spent a few more on the armour pieces, especially the little shell pieces. And the…
Depends really. As there's no ground rules like tri count or texture size limit etc, its totally up to the person which I think is kinda bad for learning. As far as I'm aware you'll basically be given limitations when given a piece of work from a company, this would include tri count per asset, texture sizes and types of…