Hi guys, I've just finished this model inspired by a miniature made for the tabletop game Confrontation. Some minor modeling, retopoing and UV unwrapping apart, made in Maya and 3D-Coat, the most of this model is made in Zbrush: the first two renders also are single pass Zbrush renders, with just a bit of contrast…
Hey, guys. I've been dicking around with normal mapping again and as usual I just can't figure out certain problems I'm having with it. I have a few questions. 1. I know .tga files are commonly used for textures, and .png's are generally unsupported, but why is this? I tried rendering out my textures as .png files and they…
Hello all! I've been literally dead on the community for a while. SOme of you might know me from 2D thread. I've been grinding and learning the entire 3D modelling / animating / rendering workflow, and finally managed to make one bust that has been modeled / topologized / textured / rendered all by meself! This is my first…
Hi guys, trying to wrap my head around UVs and how they affect performance in-engine. Is the performance cost of the UV map the same whether islands are packed into one tile, or split across adjacent tiles? I am assuming that since there are the same amount of islands in either case, the rendering hit is the same. For…
Hi. I've been trying to render my scene on and off for like a few months by now. And it (almost) always ends up with a message [V-Ray] [GPU light cache] Could not allocate buffer of size 1865MB! Or [V-Ray] [GPU light cache] Could not allocate buffer of size 345MB! One time it was just 14MB tho, but pretty much only those 2…
This is a character I've been working on for the past few months, and a first try at a real-time character. Character: 83K tris - six 4K UV sets Weapon: 23K tris - one 4K UV set Sculpted in Zbrush, clothes in Marvelous Designer, retopo done in Blender, textured in Substance Painter, render & lookdev done in Marmoset…
Nerdy stuff Pros VP2+DX11: Fast to render, fast to iterate. true WYSIWYG in viewport. No export/import to deal with. Can add FX and Cloth but not very fast. ShaderFX support. UE4: Fastest to render, moderately fast to iterate, have to wait for lighting to rebuild and shaders to update. Access to add fast FX, Cloth, Physics…
I can see how this could be problem with certain renders, but did you try putting in your final renderder and see if it works OK? Did you try breaking the edges into their own UV islands or adding support loops? Will the bake change, or will be the same? Also, I see some waviness on one of the smaller pieces on the right.…
My new character in zbrush 4r7 whole character modeling was done in zbrush 4r7. and renderd in keyshot used some new features from 4r7 they were really nice gun and some other props was done with zmodeler nanomesh was used for scattering bullets and stones fibremesh was used in modeling hairs and grass. and finally…
Hey thanks @drvoseca995 Here is the lighting, its mainly one big spotlight, mimicking the midday sun, with a few others to support and balancing the overall lighting, lighting is all about cheating :sweat_smile: I moved the lighting around per render to get things optimally lit The environment piece uses an alpha yes, I…