Typically you would use bake groups - find more info on that here: https://marmoset.co/posts/toolbag-baking-tutorial/ In this case, it looks like your highpoly is a contiguous surface while the low poly is split into multiple objects - it won't be possible to bake a mesh like this without some sort of seam or artifact…
Are you still using vray, or have you switched to realtime renderer? I have no experience with what your options are for modern realtime rendering in maya. Downloading blender and using it solely to render with EEVEE if necessary is always an option, and it's free. As for the shotgun shell, I'm not sure what your…
I think it's looking pretty good so far! You maybe need to have a look at the scale of the water ripple effects, it seems like a very large body of water but ripples are almost pond-like. A lot of borealis photographs are very long exposure images, so that will flatten out water in the final image. Your end result however…
Worked on some particle effects including a snow panner that blows over the surface of the landscape. Haven't really done any breakdown shots so I thought I'd share some stuff I've been working on. The goal was to make snow that blew over the ground and followed the flow of the landscape. This was done by duplicating the…
Hi @orangesky, didn't use boolean operations when creating the assets. Other than the sarcophagus (sculpted, subd modeling), It's mostly box modeled lowpoly meshes modified to have rounded/beveled edges (bevel modifiers + faceweighted normals in Blender). This shading was then baked down to the lowpoly. The benefit of this…
This is looking good, you got a nice grasp on color and brushwork already! The way you rendered the shadows in your still life is very pleasing to the eye, and the cool thing is that you got the right tools to push your volume rendering even further: 3D knowledge. Brushstrokes often basically describe plane changes. I…
I'm pretty sure that it works like this. Blender sends out a ray outwards from the low poly model with a maximum distance set by distance. If distance is left at 0 the ray is infinite. This ray terminates on the first thing it hits so it's more than likely to hit the back of an object and will terminate before it hits…
You mean like decals? A few thoughts and ideas on this:* use a 2nd UV channel for the AO/shadow map and render 2 screen compositions one with the 1st UV channel (your diffuse textures) and the other one with the 2nd UV channel and a BW texture for the shadow map and blend those 2 together using a multiply pass or similar…
take a few minutes to stop and think about this object. what causes scratches, usualy something rubbing against another object.. now think about the mass amounts of acidental rubbage it would take to make that many scratches on a really rough object. if you had a painted outer surface then maybe you would want some…
Your posting progress shots like crazy, which I can't really tell too much has been done to them and then getting upset when people start critiquing about stuff that hasn't been touched yet? Here's another piece of advice. The organic process for sculpting is different than hard surface work. With hard surface work you…