I am getting triangles in normal map generated by render to texture.You may ignore the black artifacts as they are the ray miss check and I know how to fix it but I can't get rid of these triangles. I have tried various things such as targa, tiff, increased the push amount of the cage, and from the modifiers - smooth, mesh…
I'm trying to render an AO map using the Transfer Map tool in Maya 8.5. It looks like it works reasonably well at low resolutions as high as 512x512. However raising the ray tracing above 16 or scaling the map up produces a crash. It says it cant allocate 21mb's to do it. So how do I increase my Maya memory in 8.5? This…
First of a piece I finished last year but only currently got to publish, it's the first work I get to show for Yuumei's upcoming reboot of KNITE. For anyone curious, I model the scenes for her comic in Maya and render it out in V-Ray, other members of the team add the rigged and posed characters and Yuumei herself paints…
Well, that, and anything with substance support. I've seen a lot of people using marmoset on the zbrush central forums. I downloaded xNormal yesterday, but not sure if it supports substances though (as i plan to use those heavily once i get used to designer and painter), and the UE4 plugin (at the moment) requires a source…
True, but these points have nothing to do with the words-thinking gameplay mechanics. You may choose to pursue 'alternate' clues and explore 'side quests', but the game will still direct your experience by relating to its own agenda. More specifically, the way it relates seems so trivial at some points that it makes me…
Foliage isn't really a fair test - you need special shaders etc. Keyshot is popular because it eliminates 90% of the setup you'd have to do in something like mental ray. For the most part it's a highly effective way of getting concept/key art rendered with minimal faff - which seems like what OP is after. For my money…
automatic unwrapping for lightmaps might be better than you think http://www.blitzcode.net/3d_1.shtml#Lightmap_Compiler the guy worked for crytek and now mental-ray developers go on with using lightmaps, there is no need for a "drop" imo, as they never really left it. The projectors used in doom3 could be seen as lightmaps…
In your latest post, Dejawolf, the first image looks (as Vassago said) to have dodgy UVs (probably overlapping each other - if you're mirroring parts, move them out of the 0-1 range). The second image looks like a bad cage, the rays aren't catching the highpoly so it's baking black onto the lowpoly. I'd do what Per…
I have been looking into this since i saw the demo. Always hated tech demos and personally, don't believe in most things, ray tracing for me is more marketing that useful, i would invest in any other aspect of the game instead of raytracing. I knew about some real time techniques very good, like Lumion that i know of since…
Why is this in the animation section of the forum? The focus of the reel is modeling and texturing, which would belong in 3D Art Showcase & Critiques. (Mods? @slipsius ?) A few things I see: + Deadpool diorama is fun! The chibi look is entertaining and well-executed. + Cool sharp & flowing forms on the Batmobile. + Good…