X-Convict, Duxun: Thanks! :) Well I don't want to high jack this thread or anything but Patient09 PM'd me asking about the settings I used in particular, and I figured I would just post it here so people can look it up if they have similar questions. Patient09: If you tell me exactly how you set up your scene and gave me a…
Thanks guys, glad I could add to this already awesome tutorial. I actually made a few mistakes with that sight on the gun and as a result have to re-render the fixed version. So... Vig: I'll try that z-depth trick you mentioned. The results look really cool. I have a pretty fast computer (quad core, 2 8800gt's, 8gigs ram)…
Cool stuff Brad, nice write up, nice results too. How long did it take to render at those settings? What about playing around with a Z Depth Pass also, super quick to render, can be used for a few different things. Go to render settings > render elements and add a ZDepth element. Render the scene it will spit out a…
i quickly tried it out. Im not versed in rendering so at first my skylight "render" options panel was grey'd out, I was unable to follow the tutorial further until I figured out I had to be in Scanline not Mental ray... Your tutorial reads well and I was able to set everything up until that... maybe i missed the part where…
Havok, John, Racer, Tumerboy: Really good work guys! Thanks for posting, I'm really happy to see the material help bring out your hard work! :) Vig: Yep, good idea! There's plenty of tweaks you can do to this process to help push the end result. Like I said this is a basic setup of the material and rendering steps so take…
Not quite sure where to post this, figured it fits under pimping/previews better than anywhere else. So due to the number of people interested in my rendering setup for my High Poly models I decided to just sit down and make a tutorial for it. I don't have much time so forgive me if there's not a pic for every step. Hope…
Thanks for the positive feedback guys! -Changed the background color to be lighter, hopefully this will be easier on everyone's eyes! -Updated to include using the default scanline renderer Junkie_XL: Thanks! The spotlight is coming from above and to the right of the model, to the right and above the camera as well.…
Here is something else one can do on top. -Grab the 3DSMax 'normalmap maker' shader from Ben Cloward's folio (or setup a scene with the RGB normalmap lights) -Apply to the highpoly model -Make a animation>preview of this (renders the viewport to a file) at full res -Take that "normalmap" in crazybump or xnormal, convert it…
Very interesting, thanks! I took a few test renders using ray traced shadows on the mustang but as you said, render times were around 3 minutes versus 20~30 seconds using shadow map. I just couldn't find the settings to increase the map size, glad you pointed that out for me. Edit: Also, I meant to comment this before but…
Ya, to really see it I had to re-render it again with area (it was a different angle, and the model had been updated since that first render) Anyway, here's the difference: