Looking forward to seeing some updates. As a side project to improve your rendering for your Dalek model I'd suggest looking up linear workflow in relation to rendering and create an IBL and render it in mental ray.
High Poly doesn't matter, just make it clear and pretty as possible in w/e engine/renderer. Just make sure your Low Poly stuff is in a game-engine renderer or real-time renderer.
Open the render dialog, scroll down to 'assign Renderer' and choose Mental Ray instead of Scanline. But he renderer is not really that important, when it comes to image quality...it all comes down to models, materials and lighting...
EQ- why did you find it hard to render out HDR envs, i would suggest that it wouldnt be too hard to render them out of marmoset, multiple renders at different brightnesses compostied together.
If there is anyone around still rendering stuff on a single core CPU a trick with similar results is lowering the priority of the rendering process. This will more or less only let the rendering run when the CPU would otherwise be idle.
Trying to render a fade animation with Maya, using Arnold Render and currently have a lambert applied to a shipping container's wall. When I try to do a render it leaves behind these lines and faces that show up depending on the angle. Any ideas how to remove this? Below is midway through the fade animation Below is…
How the process of texturing and rendering high poly models look like? I'm talking about realistic high quality rendered images not game models. For example Geralt in The Witcher 3 game box cover. Is this a Zbrush model textured and rendered? But how to texture without UVmapping? Can someone clarify these things for me?
Need a simple animation of the camera through the area - rendered video of traveling inside the eye model. On a tight schedule (by 8.30am GMT on 22 September). If they create it with low enough quality it can be rendered in time. The artist will need to animate the camera, light the scene and render and put the frame…
I made this reproduction to properly learn organic topology, texturing and rendering as well as hair production. I also intend on using this on a game model soon. Final Render Clay render Color pass Hair Pass My Artstation Link :) Software used: Blender 2.79 with principled (PBR) shaders; Photoshop;
Viewport display is always going to suck compared to the rendered view. Can you explain a bit more about your goals? Are you rendering architectural interiors? exteriors? What renderer? Which version of Max? etc.