Hello, So first thing is about the polycount, 5K may be too much for something that's mostly blocky and square-ish, however you said that its made for subdivision (high poly) so its no big deal since that "low poly" should be optimized either way when you are done with making high poly. Rendering with maya software is…
Love the creatures! One tiny crit I have is the UE4 render's might want to use a bit more love in the materials and perhaps the roughness channel. It could just be a matter of preference/style since it looks like you have a nice diffuse texture thing going, though I couldn't help but notice all of the UE4 renders have a…
So I went and worked on the walls and ceiling next. Got some lights in and, but when I rendered it with V-ray, all of a sudden everything was dark and grainy. Turns out my new lights were blocking my rectangular lights. Whoops! Thanks to a tutorial suggesting that I set up render elements, I was able to debug what was…
1) could be more expensive because it has a more complex material and deals with opacity. Alpha test (opaque or not, yes/no), will render faster than alpha sort (partial transparency) but I think both will render slower than a regular material without opacity masking. 2-3) Really depend on a lot of factors. What kind of…
A usable workflow for creating scenes, not just viewing singular assets is certainly going to be a big priority for us. Sure you can set up some of it(like multiple meshes etc) in your 3d app and export a scene, but the current UI and scene handling isn't really set up well to deal with it. I think its clear here with a…
Well, those are some weird angles to render from. Makes it hard to crit when we can only see a rather extreme side angle. Also, don't render on a black background, particularly with default lighting - the shading tends to shade to black at the edges, meaning you lose the silhouette. Use a dark or light grey as a background…
Gorgeus work but you don't show it off large enough in each case for people who are not artists to be impressed and artists can't scrutinize as much as they would like to. You ought to make your renders 2-3 times the size to really help sell how much your textures are doing to sell those models. Likewise, a flat shaded…
So, I was trying to not sleep, my mind started melting and my fingers started to stop working, so I set up a new render with glass over the gun in the night and comped it over the last render. Going to post my submission now. Honestly not happy with the render, was too exhausted to make it as good as I'd like.
Hey everyone, Here is the character i have done in my free time. Its based on the amazing concept by SIJUKU https://www.pinterest.com/pin/557672366338516297/ Software used Substance painter for texturing and Iray rendering. Marmoset for real time rendering. Keyshot for highpoly render. Photoshop for post process. C&C…
Depending on how you're rendering, this is how you can knock out floater shadows - either play with the object properties (ah damn, forgot to mark "Cast shadows" in the image), - or set the floater object to a certain ID and exclude it from rendering in the AO material I only use this for highpoly renders, and xNormal for…