@Eric Chadwick I spent today learning how to actually make my own trees using the resources you sent me. @TheRedFish Due to me making them myself they actually use in Unity what we call a Lit texture from the Universal Render Pipeline which means they can actually cast shadows - which was an issue you mentioned before. I…
Hey guys first post here. :) Im a 3rd year university student at the University of Hertfordshire. Im trying to push my work to industry standard so if you could leave a comment or any crit that you have that would be fantastic and will be taken on board. This is a piece that Ive been working on its a spawn beacon out…
Nothing is 'Barfed'. The renderer and viewports use a different method of tangent basis calculation. This is because Max's solution was release before there was a solid standard. the viewport shading was released later when things were more standardised. Rendering Max baked normal maps gives flawless results in scanline. I…
While in any offline render it's subtle . I load ACES 1.1 config.ocio in Blender, set all materials to use utility- sRGB texture , HDRI background to linear sRGB and see nothing especially contrast or darker in midtones. It tame down overexposed areas as expected but nothing drastic otherwise . While our render looks…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
Hi, first post. This is a render based off liminal spaces. I modeled the items in Maya, textured in Substance, and rendered in UE5. Assets were used from Nimble Weave on Ko-fi (pool toy texture), stylized floor material- Changelog on Fab (floor tile texture), and the wall and pool textures are from Quixel. Any other…
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3ds Max baking is highly dependent on the material you use, and the renderer you choose. Those have to be in sync for the BTT options to actually work. What are you using for Material and for Renderer?