Do you mean in viewport or rendered out? If you mean just regular rendered out, go into render settings and towards the bottom you should see a check box for "Enable Default Light", uncheck it, and make sure all the other lights in your scene are hidden.
I have to agree with what Temppe has said in terms of presentation. I would definitely recommend taking some more time of final renders. As said already, viewport renders are fine at the end of a portfolio presentation to show a little peek behind the scenes. I don't think your character work is bad, but it's hard to tell…
You could also use Max's panorama renderer. Its hidden under the utilities menu. It'll create all the renders and stictch them for you. I've used it a few times to bake lightprobes out of scenes,pretty handy if you want to do a matte render.
So I was given a test for a position this Sunday. I was given photographs of an office chair and had to do a high poly model, texture, light and render in a day. this is the renders of the model. The textures were basic so I am posting only the renders of the model. CC is appreciated.
u can render an actually "dust map" i tthink if you put a omni light on the top of your object and render a light map w/ a skylight + scanline that would work. and i know Max actully has a render "dust map" but i forget where it is :(
Thanks guys for all the love! They are not realtime, they are rendered in max. The first one is max default scanline renderer and the second one was rendered out in mental ray. They were more of personal projects for me. To get away of some of the stuff i was doing at work. needed to express myself.
I have to say... Its pretty damn good. A touch on the heavy side, but considering its packing an NVIDEA card (I have finally given up on ATI for producing good cards) its lighter than I expected. I started off by opening up my denser mesh models for normal mapping, and found it can tumble them all around nicely. Screen…
Hey any Max artists in here? I was hoping someone here had heard of this issue: The normals of my mesh are acting like they're always in local-space when the mesh is skinned and rendered. It seems to make whatever verts that were facing away from the lighting to remain dark, even when the skeletal animation they're skinned…
The CH53X lowpoly project i started in the beginning of 2015. Its a "small" texturing and modelling exercise to test out MARI texture painting. I started out with a highpoly of the CH53 chassy and kitbashed futuristic engines on it to transform the helicopter into a VTOL. After i finished the highpoly model i used the mesh…
Dear Polycount Community, I'm Alexander, Founder of the Copenhagen-based Startup Creative Studio Main & Partners (www.mainandpartners.com). In a collaboration with the MIT Hyperloop Project (www.mithyperloop.org) we created the 3D renderings of their Pod design, which were presented at the Hyperloop Pod Competition II at…