Here's the wires, posted em a few months back: http://www.rage-unleashed.biz/WebsiteImages/ArmyDillo.jpg Here's the flats: bump: spec: Yea's it's bright because of the lighting, what's the quick and easy way to do a global illumination render in maya?
Baked lighting test on the new modules. Will be using global noise in the material to add in some colour variation to the stone, and use props like flags and banners to break it up further.
or set this environment variable... MUDBOX_USE_LOWRES_TABLET_DATA http://download.autodesk.com/global/docs/mudbox2013/en_us/index.html?url=files/GUID-A8F703A8-74A4-440F-A0A6-177AA101E1F3.htm,topicNumber=d30e60075
could be one or both of those things.. your exammple looks like it's coming directly from the material editor window, while his is in a scene with global illumination/directional lighting.
Since there's a lot of real time GI talk in this thread, From the UE4 forums. https://forums.unrealengine.com/showthread.php?2421-Global-Illumination-alternatives&p=193884&viewfull=1#post193884
It depends of the alpha loaded in you brush (look for a parameter named "hardness"). Currently the setting is dependent of the substance. We have yet to implement a global setting that would work with everything.
Thanks for that. As long as global illumination, local reflections etc all behave properly I'm fine. I mainly model weapons(for now) so nothing too intensive :D
You should be able to achieve the result with maya software. http://download.autodesk.com/global/docs/maya2014/en_us/files/Shading_Nodes_Common_surface_material_attributes.htm But i have my doubts about the final quality.
Scanline? Give mental ray a try. Final Gather along with Global Illumination is the shit. You'll get FAR better results with Mental Ray than the default Scanline Renderer.