OK, I think I got it solved. It's a smoothing group issue. I've always read/seen that you want your low mesh to be only 1 smoothing group. This is correct, but only after you render to texture your normal map in max 7. I sort of stumbled onto this too. I was working on a new model, and rendered the normals as a test. The…
Most studios do final renders with the CPU because CPUs let you render more complex scenes since you can have more memory to put the scene in. Plus, their render farms are CPU-based and the benefits of migrating from that to a GPU farm don't outweigh the costs. When you get to really, really complex scenes, renders tend to…
hey! new here. i've been working on a 3dge project for a few years now, and i'm trying to learn how to make efficient lowpoly realistic environments. here's a look: (render, i had to temporarily remove the mixed textures from my blender file exporter, and reveling in ray traced ambient occlusion, i'll be hand painting that…
The latests versions of xNormal(3.14 or above) can bake the AO to a map or also to vertex colors. The xNormal default software renderer only renders maps. The GPU AO tool can render ao maps or per-vertex ao. If you want to bake it to vertex colors you need to look for the "Simple GPU AO Tool section". If you press the…
I just do a software render with mental ray using draft or preview settings, so it renders very quickly. I know it's not very interactive, nor is it a real time preview that you should be able to get when working on a model, but at least it lets you see your model properly. Then, when you want to get a good render, just go…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
@thomasp Yes, the painterly effect is an issue with denoisers for sure (in all apps that have them). It works better in some cases than others (scenes that require fewer samples to converge tend to be more stable). You can set the samples per pixel setting higher if your GPU can handle it, which will give cleaner…
Hey guys, So recently I’ve worked on an eat3d tutorial for Mech sculpting. Where in the last character the focus was getting a fusion between organic and mechanical, I was trying to keep the design of this completely mechanical. For the design, it was heavily influenced by the Marine and Firebat from Starcraft 2. The model…
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Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…