I was modeling this car that I designed and I used sub-d. Here comes the trouble... when I render it with Maya Software renderer, It looks fine. But when I try to use mental ray render, you can see the edges of the model has very screwed up edge (as I marked on the images). Please tell me how to fix it... thanks in advance.
While I still see no real alternative. Just wonder if it's only my impression. For years I see only cosmetic improvements . Node bypass been best of them IMO yet took decades of users prays . Coming to Blender nodes feel so much like breath of fresh air . Any custom node saved in a library could be done local to the file…
Can i or anyone who modeling things in 3D app avoid re topology? I mean can i model let's a character or a car or weapon, so when i finished modeling i want direct go for uv, i see re toplogy a bit bored or wasting time:D So i want to know if it's possible to master modeling without messing with topology? If it does, How?
Hey mates. As someone used CryEngine for a long time I really missed a "combined and ready" material in UE4 that is all basic and most used components are gathered conveniently and working fast (enough shader compiling already !). So I decided to make one. I also wanted to ask community what functions of the material…
Hey Guys! I'm working on my first bigger Environment for a one-semester long Game Project. I took some Inspiration from Dark Souls and Lords of the Fallen. I'm pretty much done with the Blockout Process and started to add some Textures to get a better Picture for what I am going with this. So far I have learned incredibly…