MDL is not that interesting for game art... yet. It's mostly aimed at people working with offline renderers at the moment, but the format is gaining momentum, being supported by Iray of course but also Vray, Redshift, Octane and Adobe.
A posed high poly sculpt heavily based on the concept Seraphim from Crux Lee! I did some test renders in Redshift, check them out here: https://www.artstation.com/artwork/R35nBr
do you apply the shader onto the patches..? the four little squares in the outliner..? maybe this video will help... its for redshift but its the same workfow for Arnold.. http://www.youtube.com/watch?v=tT-GS4wLFsU
Here is a listing of all the additional long-running Substance threads : * Substance Designer - Release Notes * Substance Painter - Release Notes * 3DS max to Substance Painter * Learning resources * Substance Maya Toolset * PBR converter to Corona/Redshift/Arnold
I decided to render my film in unreal engine instead of redshift because of the super fast render times and the aesthetics, but I have some issues that I cannot figure out. The first question is how do I export a fully rigged and animated character along with an object? Would I have to parent the object to the character in…
Having done this artwork, I understood 3D-Coat - this is power))))) modeling - 3D-Coat texturing - Substance Painter (I like it) render - Marmoset Toolbag and Maya Redshift work for the course Zbrush.Projects - Dmitriy Rabochiy. Thanks a lot to Dmitriy! https://www.artstation.com/artwork/LdgB5
just take a look what the big players like rebus are supporting... for us a solution to access your farm in the cloud with deadline would be most interesting... like zync or conductor... and support for GPU rendering... redshift prefered...
Hello, I have been working on this engine for a car project. The engine is almost there so i wanted to show it off a little. Its based on the R35 GTR engine but isn't strictly a copy. All modeling is being done in 3Ds Max and rending is in Redshift.