ah good point. I'm having a difficult time lighting this properly. Its all in Maya/MentalRay. One of my main concerns was lighting the hair so it had depth and not blending together which the harsh light had done but I'll try again maybe with a more neutral lighting. If you guys have any tips on lighting lemme know!
Thanks for the feedback, I get what you mean with the feedback on the hand, the palm is sort of too flat. The whole thing is rendered in Mentalray with a simple 3-light setup and some minor color adjustments in Photoshop. Here are closeups on the face. Overdid the pores a bit so they transfer better into the normal and are…
When you use HDRI with mentalray or vray or whatever renderer you need to blur the HDRI. You need a camera switch shader which seperates Glossy, Diffuse and Reflection Rays. The blurred HDRI is for GI only while the sharp HDRI files affect the reflections and Refractions. When you save your EXR have you set the alpha…
It's quite funny you should ask. Now I couldn't get him in any other program than say, highpoly programs like Mudbox and ZBrush. My school has a mudbox license agreement so it's made in Mudbox. In mudbox you can use 'viewport filters' to the right where sculpt and paintlayers are shown. I tried a as 'mentalray' look as…
Low and High being at the same point in space shouldn't cause any issues. The problem lies elsewhere, most likely in the render settings, or maybe a bug in the renderers engine itself (ala mentalray black AO spots where the lowpoly shows through) (I have succesfully baked a lowpoly normals to themselves without any…
I don't think using a cage and projection is the way to go for something as simple as AO. You can set your render-er to be Mental Ray, select just the low poly ladder and in RTT instead of diffuse or complete render out MentalRay(AO). Then go dig out the file wherever you set it to be saved and ignore the render preview…
Try flipping the missing UV pieces and see how it renders. I forget what setting you need to switch so it renders through the back faces of your UV but flipping the pieces so they are right reading should solve the problem also. On second thought I think it might be a MentalRay issue, does it still do it if you render…
I actually used a normap bump material in the bump map slot. Its even on 100. In Scanline it looks the same as in MentalRay since i didnt use any special MR Shaders. In scanline i had light tracer and supersampler on. This head is suppose to be textured of course ;)
edit nevermind got my basher axe in ddo and did some work my AO has some pretty bad lines on it even though I maxed out fill seams option in MentalRay baker. I'm guessing I should fix them by hand in photoshop?
My experience, Mentalray is slow as shit. You will need a render farm if you're going to bake any soft directional shadows, bounce light, or ambient occlusion on any kind of development schedule. The number of rays you use is the biggest time killer. Six hours doesn't seem abnormal, I've had environment bakes take up to 48…