I could be wrong, but shouldn't you be using the Transfer Maps window to bake out your normal maps in Maya and not using Render Layers? I typically render in Xnormal, but in the cases where I do use Maya, I've always used Transfer Maps where you can select your high res source mesh and your low poly target mesh. Baking…
If you talking about zbrush sculpting video then it is because at that time i did not want and have time to add audio to sculpting time-laps video. When adding audio to video and rendering it again with my pc it takes time. Yes i agree that phone recording videos are unprofessional. Trying to avoid that. My pc has only 6…
I'd highly recommend making a low poly out of this high poly, UV unwrap, texture and render it in either Marmoset Toolbag 3, Unity or UE4. Now you've got a really well made sub-d modeled HP to optimize to low poly and get those pretty bakes from it. We 3D artists in Polycount tend to get more interested if the end goal is…
Thanks for the feedback. One thing I think that might be a little misleading is the render. I slapped that into keyshot and used presets just to see what it looked like. It gives the impression that its further along than it is. It's really just the beginning of the process. I do think you are right though. It needs some…
Removing pre-computed lighting from your diffuse and spec is the modern thinking, brought about by modern engines that use physically based rendering. Placing lighting on your diffuse/spec was to make up for the computers lack of ability to do this in the shader/engine. We can now do that, so we have to deprecate habits…
Working on a new project, a small environment to work on both game art and pre rendered skills, was thinking of making all the props to work with realtime environments but render it with highpoly ground where I'll try to play with maya's grass. And put a ocean in the background. This way i can present the seperate objects…
When it's rendering in the background you can lower the priority of the renderer compared to Photoshop, rendering will take a bit longer but unless you're doing something REALLY complicated it won't do that much. Well, depends on how fast you paint, obviously. If you want 64bit and battery life isn't that important I'd say…
I'd set up 8 equidistant cameras at 45 degree angles around the model, and just render each set of anims from each of those cameras, with antialiasing turned off, at low resolution. Probably have a low FoV on the cameras too so the perspective doesn't appear too forced. Although I wouldn't do orthographic, that'd look odd.…
Your stuff is unique indeed. one thing you absolutely need to fix is how you render our your separate texture passes on separate renders and the resolution is HUGE width-wise for absolutely no reason. those images have like twice as much negative space to the actual character in the middle...its pretty awful. the only…
I keep reading your posts and can't tell exactly what you mean. However, there are plenty of game engines that have synced tangent basis with their baker and handled mirroring easily. Id has always done this and splash damage had maya tangent basis running perfectly in Brink. This isn't an issue of "A modelling tool uses…