In Archviz realtime rendering will definitely not replace classic offline rendering. They will be utiilzed in parallel as it is done now. Depending on project, client and other factors a rendering from a realtime engine can be sufficient, but still it will not replace offline rendering. As the others wrote, of course there…
Good for a learning project. What did you render this in? Blender? That is not ideal for presentation. Use Unreal or marmoset or 3Do. The quality of your render is very, jarring. When presenting renders post various shots then one with a wireframe. Only showing the textured LP is difficult for the viewer to critique. Only…
hey :) you could just save you mudbox sculpts and bring them into maya or 3ds max. There you render them in mental ray, vray or whatever render you prefer. this you can use as the base for painting now :) you dont need zBrush to render...just if your sculpt is so high poly, that the other softwares cant handle them :P hmm…
so you want a laptop with 8-12 cores oO. and you want to use your laptop for rendering. and also it should be a macbook. those thinks just dont work together. laptops are not made for rendering with powerfull cpus, if you dont use an external cooling device your laptop will overheat in less then 30 minutes. if there even…
I think we have a language issue here, you said in the first post that it's the normal pass but now say it's the beauty render. I'm confused by what you mean. But it looks like it's all or nothing for render passes, I haven't been using color management for my renders I apologize if I'm wrong here. What I think you need to…
Yea fit your unwrap to the UV space 100% and output your template at the right size. It's going to render the entire area to whatever size you specify. It doesn't know to only render half of the renderable space, so you stretch it out and fill the square, then when it renders it squishes it down to the right dimensions. Or…
Thank you a lot guys, appreciated. Regarding the hair and shadows, I completly agree with that, but I`m having a hard time to set up this properly in marmoset. My max renders had this contact feeling but seems to be impossible to have this in Marmoset. Anyways, since this is realtime based rendering, I understand that I…
Hey man I saw your stuff over on SA, you have such a meaty portfolio! :D If I where you I would cut out alot of the assets further down that have some blurry textures and some less than stellar renders. Mainly the backpacks and a few of the low poly guns, as well as probably the Digger footed walker. I think you need to…
As previously announced, here are a few images: Kimba: Basemesh to Fibermesh guides and intial texture render test without fur Bucky: Basemesh to Fibermesh guides Wild Dog: Basemesh to Fibermesh guides Wild Dog Shave Fur Test Maya Kimba Animal Cast ZB Rock Formation ZB Basemesh to Max Test Render with Forest Pack Dead Tree…
I don't think standard renderers have support for parallax displacement yet, so doing renders using tessesating displacement is in fact probably the best way to test out displacement maps that would be used in parallax displacement for games. It would be nice if something like Max supported rendering parallax displacement,…