Are you guys for real? The actual rendering engine plays a big part in making the game look good. You could take beautiful art but if you put it in an engine with a shit-tastic rendering engine it's gonna look like ass. Although no rendering engine in the world is gonna make shit-tastic art look good, it's a balance of…
To me it looks like you have solid modeling and texturing skills, but your portfolio is missing decent renders. The cabin is pretty good, but there are a few places that could be improved. The first thing I noticed is that the floor looks very flat. It should have some variation to break repetition and give a bit of height…
Edit: ok forum messing up Here is also a pic from Radeon Pro Render, there is zero settings so they must think that is accurate I try to get an Octane picture too if you want. Funny related anecdote I just realized: Bought octane to render out images for our game, but it also only had a ray distance setting no contrast,…
From what I see in the video properties, the Total bitrate is way too high. Yours are 2036MB per second. Normally, just 20MB per second is great enough for good quality video. I don't know how to tweak the bitrate since the Create Movie Option only provides Custom Resolution but nothing else. There is another way to work…
A render in Unreal Engine 4. Actually it was my goal to render the Weapon in Unreal, just to get more in Contact with an real Engine. Edge Wear is a good Idea, will do that. What i´ve learned using Unreal? Its much harder to get better results then a render from toolbag. Starting with the Mikkt Tangents that a Bake from…
wow great tips! Some of them I can't use in this project because I am already in the detailing part but I will definitely get this anoted and apply it to future projects! Well I started to define the base shapes of the car and now I am grabbing each one of them and detailing them, then I move to the next one and so on.…
You can do it like this: Have a cover mesh that defines where to hide the water, so it should be inside the mouth. Then this mesh should have "render custom depth pass" enabled, and "render in main pass" disabled. so its technically hidden but it will still render custom depth. You also need to disable cast shadow on the…
I redid the hair for Ganondorf, I wanted to do some material rendering and learn Keyshot, so I did a ZBrush sculpt of the hair and removed the sculpt. (I kept a backup in case if I want to make a print out later though) Here is a render from Keyshot: I'm not 100% satisfied by the render, the materials on his shoulder/neck…
Yep. Then in Render To Texture, there will be a new output type, I think it's called MR:AO or something similar. Laurens Corijn goes over some of the different methods of baking AO. http://www.laurenscorijn.com/articles/ambient-occlusion-baking Personally I lean toward VRay Dirt, if you have access to VRay. If I don't have…
@EQ, Right, but vertex cost trumps triangle cost anyway. Ofc, triangle count is going to differ between hard edge and bevelled meshes but any actual increase in render cost (if any) would be negligible because of the amount if cache on modern GPUs makes it possible to store the result of each vertex so it can be…