Hi. I was wondering how people feel about folios that have renders that came straight from software such as Maya or max. I know plenty of people use Marmoset, UDK, Cryengine, etc. I know they're fine, but is it just as acceptable to use renders out of Maya's new Directx 11 Shader or max's Xoliul shader? cheers
Intro to Digital Rendering - with Jason Scheier Now Enrolling!! Intro to Digital Rendering with Jason Scheier is an introductory course to Photoshop and digital painting understanding. Assignments and in-class demonstrations will showcase the steps and techniques to transition from tradition to digital painting medium.…
I see where there is a setting for Stereo > Dual / 3D Monitor. How do I render a video to use this setting? It shows correctly in the viewport, but when rendering to video it shows only a single image. Any help is appreciated.
Hello all, I've been trying to render some maps via max's render to texture from a zbrush sculpt and I keep getting this error in the image below. It keeps adding two boxes below the actual UV Layout which are not even there. I've tried to scale the Cage smaller, re-uved it and it still does it. Any suggestions?
I'm new to UDK and can't work out how to make the render mesh the collision mesh. I've created a bunch of houses and want the render mesh to be the collision mesh. I've looked through the documentation but found nothing. Please help!
Particles are rendered camera facing, there may be some sorting options to change within the particle system but that would mean that they'd render through everything (Sort order: UnrealForeground etc.) You'd be better off using a lensflare since they render on top of the scene.
Despite the possible fixes, it's best not to worry about minor shading issues like this early on in the modeling process. Usually these little things are not at all noticeable in the materialized surface, and totally not worth the effort to fix at this point. Complete the texturing and import into your renderer and apply…
So, I realize what this looks like... threw it together quickly so bear with me. The left sphere has had a proboolean operation applied to it. The right sphere is the same sphere just before the proboolean. I cannot for the life of me get the left sphere to adopt that smooth look again, Smoothing groups, UV's Normals,…
Okay, so I've run into a situation where I would like to render a baked normal map on my mesh with Mental Ray. I'm running into some strange problems with the rendering itself. Uploaded with ImageShack.us For troubleshooting purposes I have tried to completely blank the normal map (i.e. make it the default blue/purple…