Hi, long time no post! I'm currently working on this AR-15 for practice, including internal parts to learn how the mechanics work. All modeling done in Max, bakes and renders in Marmoset.More attachments and texture updates soon!
Hey guys. Got a new render and some wires at the request of vassili_zaytsev. I've never done wire renders before so I apologize for the choppy quality. I would love an isoline display option when I render with mental ray, because it subdivides the mesh from the smooth preview in two iterations, which makes the render…
This skylight is designed to the scanline renderer with/without light tracer.Its just faster with light tracer. The way how you can bake ao with MR: 1. Switch to the Mental ray renderer 2. Go to the material editor 3. In the material editor, click to the little box next to the self illuminaton. 4. Put MR Ambient/Reflective…
Once the level's in UDK the player will be able to move around it - it's likely that I'll render out a video from that viewpoint in addition to the static renders. I'll post more rendered angles of the overall environment in the next couple of days. The lighting will be natural, likely early afternoon light, since as you…
Marmoset costs $50 right now, not a bad investment, but not as cheap as some of the alternatives like UDK, which is free. Regardless of what you choose, displaying and rendering your models in a real time environment (ideally one designed for games like the Unreal engine) is the way to go. Every developer I've talked to…
Problem with placing a texture on the mesh though is that if you go to render the object to image or place them in a game or real time application then you have to worry about taking the extra step of swapping maps upon render or export. If you aren't relying on the vertex coloring of the mesh for your application then by…
what he means is the performance tab in the task manager. gives you a meter on the left hand side as to what the current memory consumption is. it would also be beneficial to look in the processes tab and take note of the current memory consumption state before you render, which would just be the program running at it's…
Ah yes, breaking up the lowpoly when it's meant to be a single seamless mesh will cause those seams. Normal maps are rendered based off the low-poly normals - as soon as you break polys you will change the normal angle at the break, so when you stitch them back together the normal maps will be trying to calculate lighting…
Yes - calibrated means they come with numbers you can use to set them up correctly in your renderer (assuming you have the control to do so) These are calibrated (or at least i'm reliably informed they are) https://polyhaven.com/hdris I don't think you can just drop the files into painter and they'll magically work -…
First off, what are your references? I am asking because bones are not shiny unless they have been coated somehow. Its not clear what you used to render, unreal or blender. Can you tell us what is the reason behind using one render over another? If you dont know what maps you used then maybe you are not proficient enough…