My final render into Riot Character artist contest ... I have attached all the final files (Maps - Ztool - Maya scene render with material ) into my New Gumroad Page (https://gum.co/fhdj) if you wanna use the final model for animation or retexture or any of your like , I did the modle sculpt in Zbrush , retopo in Maya ,…
Thanks Booze, have worked on it more. Think I'm close to doing a final render. Think I'm going to have to find a good tutorial tomorrow for rendering in toolbag, anyone know of any? Also thinking of doing a turntable video. Anyone have any suggestions regarding the lighting? Is this good enough for final rendering? Also a…
marmoset is pretty quick and easy to use, unreal and unity require a bit more work at first. but unless you are taking classes that require you to render in maya, I would avoid showing work in maya. It's fine for checking the silhouette or a quick W.I.P shot. but it falls short when looking for a portfolio quality render.…
Ok renders: just for fun lol Neck: not attached in the render cause I wasn't that far in into the model, I just rendered it to mess around (head is attached now lol) Tail: not sure what this model is, spider or a slither (sp) I believe is called? Anyways I think the 4 legs and that tail in combination with the body and…
Yeh I think you are correct. When I go into the shader properties and change the "local xyz" back to "tangent" and render it off, it looks the same in render as in view port. When I set it to "local xyz" it looks correct in render, but like above in view port. I have a similar machine at work. Just for kicks im going to…
no, the hardware that finally renders the stuff is basically the same (very similar). a mesh is a mesh, wherever you take it. And all hardware accelerated rendering we have in most hardware is just rasterising triangles. of course you can do special tricks like generating higher-order surface from a mesh (real-time…
Yeah and something weird is going on with the lighting hitting your upper-floor on the left there. I'm guessing your rendering these out, and that's a flat plane. Depending on what your using to render, you might need to add a bump/normal/height/lighting map to that texture to properly light the depth on the plane,…
[ QUOTE ] Hey, it all looks good to me, but you've really got to stop rendering it all on black backgrounds! You know better than that. [/ QUOTE ] Whoops...sorry, bad habit I guess(updated the beamgun render above too) Oh I should mention I used Deep Exploration for the renders and it seems to saturate it…
malcolm it seems like you're asking how to model subdivided meshes for offline rendering, instead of how to model for normalmaps to use for realtime rendering. Yes? If so then Toomas' idea might work. Seems like extra work to me, but I don't do that kind of rendering anymore. Though retleks seems dead-on about the…
HI, and welcome to Polycount! Early 3d games were made to run on very limited hardware, which could not render complex 3d shapes. The hardware could only render very few points at a time. So the models had to be very blocky. Blockout means using simplified shapes when designing a 3d model, or designing a game level. This…