Yeah mental ray works fine still. But before each render it takes an enormous amount of time caching all the textures. ( converting it to .map formats for faster load times ) Both Arnold and Vray have found smarter workarounds for this. So for quick lookdev mental ray is really fighting me. One workaround would be if I…
The result of turning off Smooth UVs setting and turning it off in the subdivision settings in render package: Maya Arnold (AutoBump Enabled) ↓↓↓ (I mean even autobump feature catches these artifacts) Maya Arnold (AutoBump Disabled) ↓↓↓ Blender viewport ↓↓↓ Artifact seams are still here…
Your normals are looking bad. Your hard edges are way too sharp. Did you notice in Joe Wilson's tutorial that he specifically notes that for mipmaps (aka Level of Details), the round edges are best because they look better at lower LODs? You can fix this. You need to soften the hard edges of your high poly pistol. Please…
Hey guys, been updating my shaderfx shader to preview Arnold materials, so I´ve made a script that automatically assigns the textures (with the correct color space) to materials and creates a linked real-time preview material to them. Of course there are no global illumination or environment shadows (only environment…
Many hours building this from the game series halo Made in Maya and Render with Arnold Main Renders Wireframe Renders Turntables: Shaded Grey Wireframe
My version of the machine gun M247H Variant as seen in one of the Halo: Infinite. Made in Maya and Render with Arnold Main Renders: Grey: Wireframe: Turntables: Shaded Grey Wireframe
passion project for me as a transformers fan So here is my interpretation/reimagining of the classic Deceptions Soundwave. Made in Maya and Render with Arnold Main Renders: Grey Main Shots and Asset Breakdown: Turntables: Main Grey
I assume you are using Arnold? Mari just spits out a texture map, so what you see is what you get. It looks like texture filtering or a low resolution texture map that are giving you this error. You will have to verify inside Mari. Make sure you working in 16bit as well. Personally, displacement maps are overkill for this…