Marco modeled it, someone else textured and rendered it. It's entirely possible the latter was more familiar with rendering in Vray than Marco was at using features that were currently in the beta cycle of their life span? When you go through some of the other galleries (beta or existing), the results that can be achieved…
quite a big update as we had a deadline for all the modelling for this project yesterday. Didn't have much time to do many progress renders as i had a big list of what i wanted to get modelled in time for the deadline. I'll apologise in advance as some of the renders are pretty terrible, i left rendering quite late as i…
Nice start... I don't think the first attached image of a box was necessary though. Here's some tips on rendering, because it's kind of hard to see your images: * Push 8 to open the Environment and Effects window and change your background color to something other than pure black (a nice midtone gray maybe?) * Push F10 to…
That's true for games using the 2D engine but what about games rendered in pure 3D? There's no such thing like a layer system in 3D games. The DS games I worked on used dual 3D for everything (not optimal but we were tied to engine restrictions), so we didn't even touch the layer system other than using it for rendering…
I don't mean to be a stickler, but you never want to render directly to a video file unless it's a very short animation (e.g. 30 seconds to one minute) because if for any reason your machine crashes, you've just lost all of your rendered frames and have to start over. Being that rendering is time consuming, that's not…
The render times will not necessarily be that much longer. If you use lighttracer with the scanline, it will take much, much longer than using GI. Just because mental ray is checked, it doesn't mean it will take longer to render. Don't forget, mental ray is a more efficient renderer than scanline. You're half-right about…
I have a good render setup for Maya, but not for max. What's your polycount? I find that when rendering complicated objects like this, there is no need for everything to be high poly. Like if you have bolts and stuff, you can turn off or put turbosmooth on the lowest level. Most of the times, your control loops will make…
Hey Kevin,Thanks for the brief answers u gave. I just wanted to know about the usage of Zmapper in zbush in your workflow. Do you use em? or you totally rely on Max's processing in generating all the maps?. Also can you share with us the render settings you use to bake out the maps,i know,you use lighttracer with a sky…
Hi everyone, I started learning Substance Designer myself and recently created a stained glass material. I'd like to hear some feedback on the final material and learn some possible ways for improvement. My intention was to create some beautiful blue-colored stained glass material with a unique pattern in Substance…
Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…