Simple solution: - Create -> Skylight. - Press "9" - turn on "Use Advanced Lighting". - Press "8" - set background colour to something like light blue or grey. - Create a plane for a floor, apply a default Matte/Shadow material to it. - Render. No need for mental ray, Max's renderer is fine for standard global…
No I actually render just a fraction of the visible screen and then blow the buffer bitmap up afterwards. That way the flash renderer needs to render way less texels (pixel space of the visible texture triangles) + I get that old school effect so its booth a technical and visual choice (it really makes a difference,…
[ QUOTE ] No, they're very different. A displacement map will actually subdivide your geometry at render time. A normal map is a more advanced form of bump mapping. It won't affect the slihoutte or geometry of your model at all. Just how light bounces off of it. Very generally speaking, displacement mapping is used in…
You're also going to want to include some particles. You can render these fairly easily in 3DSMax. Just have one version of the metal plate where you can hide everything except a particle emitter. Then just keyframe the emitter to move along the letters. Hide the plate and render the emitter animation as an animation with…
The top is the image rendered in Maya (VRay 5) and the bottom is the image of the rendering display in substance painter. Both have the same texture resolution of 4K, but obviously the Maya rendered image looks lower in resolution. I tried turning off Maximum Texture Resolution Clamping in Viewport 2.0, but it doesn't…
I cobbled together some bits and bobs into a stand alone win32 tool it works on a wavefront obj file (the DrOS of file formats but pretty ubiquitous), it will handle quads, though not polys, (in the export) but will still render them as tri's. It expects the UV's to be in a 0-1 range. You can drop drag the obj file onto…
A fake low-poly teaser trailer for a Bladerunner2049 game. I made it to learn unreal a little more and see what interesting stylised images I could create. Characters and models rendered in maya indie and imported into unreal engine and rendered there. The motion-capture was from Actor illusion. Hope some of you enjoy,…
Hello all, i made this Hornet Fighter drone along with a friend who i was mentoring through the process, Ivon Kraljević. He did the modeling and together we tweaked it as it was going on towards the finish. Later i wrapped it up ,gave it PBR definitions and did the needed renders. model Also, some Studio renders... and…
now while i hate getting negative feedback i need to learn to accept it and use it to improve my levels... so be as brutal as you can (but not too nitpicky). currently i am at work posting this and since i've only recently discovered how to not get halo's around my trees when rendering (see, stray sod wip), all i have are…
Finally finished this self portrait I've been working on. It has been halted many times so it took a while to finish it but I like the end results. Sculpted and modeled in zbrush, some aspects including the hair cards are done in maya. Textured in SP and xnormal, rendered in marmoset toolbag 3 and post processed in…