I recommend exporting it to a game engine and setting up your lighting there. Unless you're doing architectural rendering or something non-game, then I'd suggest checking out the materials that come with the 3ds Max renderer you choose... mental ray, or Corona, or V-Ray, etc. They each have materials for SSS type effects.…
Hello I really like your work especially the desert ruins but somehow it feels it's missing something .... what engine are you using for it? Together with the high polyrenders why don't you post also the low poly wireframes? And somehow seems that some "dirth" or debris stuff is missing from the scene , it looks all very…
Only plants and trees? Only three pieces? Your gonna need to mix it up buddy. Add some buildings, props, vehicles, weapons...etc. Have 5-6 quality pieces. Prove you can make modular assets. Show off your low poly work in a game engine like unreal. What you have right now is not a portfolio. Its a few plants. Good luck!
Yeah, Bioshock 2 has a few pre rendered videos in it that did the same, where they used the actual game engine and ingame graphics, just pre-recorded for no reason... Ghostbusters did the same thing. I know that most of the time, they do this for either frame rate reasons (more effects etc) or space issues... But they…
This got me thinking...are there any free, public universities there in the US? If so, how do you apply and how do they rate against the paid ones? Public high school edutation is pure shit here in Brazil but on the other hand we have free quality universities, they're a lot better than paid ones, specially on technical…
u just have to set the brightness down I think (And/or move it a bit further from the wall), that's why it looks like a lensflare but it isn't. Create a bigger point light(s) more towards the center of the room but with a lower brightness. There's some great tutorials on lightning on Unreal Engine's youtube page. This…
Just playing around with Marmoset for the first time and not doing any real work :P Updated the texture a little though. I'm hoping we'll be able to achieve this kind of look in my brothers engine. Little bit more work to do on this one til I'm happy with it, then I'm going to make some floor and wall tiles. I'm hoping to…
Second UV sets aren't supported in CE3 as of yet. Vertex Colors I'm not sure on. Vertex Alpha is already being used for the blend layer, but I haven't been able to get both that and vertex colors for shading to work at the same time. I don't know if that's because I'm doing something wrong, or because the engine doesn't…
Well, since they aren't licensing their engines anymore it doesn't seem totally out of line that he wouldn't be concerned with hitting every feature people want. As for the shaders - isn't megatexture sort of at odds with a robust shader system? I mean, everything bakes down so the actual runtime shaders don't require too…
floating polys = often problematic, depending on the quality of your z-buffer, so i wouldn't use them for everything. Doors and windows would ideally be meshed in, and looking at the design of the cabin the dirt along the base of the walls could be too (new wood texture with muck painted directly on). That's not to say you…