This is a cool challenge! I would look into refraction mapping, not just reflection. Does your renderer support custom shaders? Maybe you could render the interior surface as 1 pass, then a transparent exterior as the 2nd pass. That's kind of what a reflection+refraction shader does. Looking at these examples might give…
I think the only problem you have right now is that you didn't texture the buildings, very important for those since you want an environment artist position, and the apc. The APC is the coolest vehicle you have there and it's not textured, you should be ashamed. :poly121 It's clear you can model now go texture those…
If what MoP said doesn't work, try setting the low poly to be non-renderable, same right click/object options window MoP pointed to. IF that doesn't work... - Select your low poly object - Under Edit Poly go into Element - Select all - Under the Edit Poly Geometry rollout, click "Hide selected" (It will keep the low poly…
Look at the actual files it outputs not the "render preview window" that pops up. That will always be a full render of the scene including scene lighting, it then breaks apart that render into its separate pieces and saves out the individual files, you need to go dig up those files and check them out. If you're trying to…
Hey Polycount, it was great to see some of you guys yesterday at the GDC meetup! Sketchfab now supports Physically-Based Rendering! As you probably know, PBR is fast becoming the standard way to render 3d content and it's great to finally share this support with the community. You can read more about it on our blog here:…
Looking nice, interesting renders too - thanks for posting the setup :) Out of interest, have you tried messing around with the "Object Mult" and "Color Bleed" values of the Light Tracer in 3dsmax? If you set both of those values to around 2.0 (or higher if you're feeling adventurous!) then set the "Bounces" value to 3, it…
Thanks tda for the input and I already tried that, but turns out to be a not very good result. I noticed the problem mainly because of the way Max handle alpha/ opacity render based on which object created first/ last. Looking through the newer object created it'll render the alpha correctly but when I looking through the…
Your rendering formula is wrong. It's really: diffuse texture * lighting where lighting is the sum of all lights: diffuse texture * (direct lighting + ambient lighting) and if you have ao: diffuse texture * (direct lighting + (ambient lighting * AO) ) . It's not expensive at all depending on the rendering style, forward…
Here is another example of something you could do. You can create custom render passes. This shows how you could make a per vertex Velocity Map from scratch (for doing mtion blur in post). You would really want this expression to be evaluated at just before rendering and then temporarily swap out the materials on each mesh…
last little one to remove any doubt you could have : a video that shows the differences between the old brother in arms and the new one http://www.gametrailers.com/player.php?type=wmv&id=10395 I'm not bashing, but they'd better stop the BS...plus the ingame video looks very good to me, they did a nice use of the unreal…