One of the most asked tutorials on my You Tube channel its finally here. I wanted to thank all the patrons that made this tutorial possible.
The light positions and configurations are really important to generate a good effect and to achieve the correct result with the best render times. Remember that the bigger the light the more calculations, meaning, more render times. Read More
On this tutorial we will achieve a natural looking material that can help us get nice car renders with little to none complications that works on most environments.
We will go through a set of techniques from different artists and also my own analysis on how to get a working Car Paint Material. This tutorial would have three parts.Read More
When working with cloth and fabrics on 3D it is hard to achieve a good resolution and great look on all kind of aspects. Let us say that you have a great render when far from the cloth material but you have an awful look when you zoom in, because the details are not that good or you have some bad resolution on your textures.Read More
If you are working with Maya 2016 and move to 2017, the Redshift lights disappears, its a known issue and the Redshift guys are fixing them.
On maya 2016.5 and higher, you need to set the Viewport 2.0 rendering engine to “OpenGL – legacy”, the lights also display correctly in the legacy and HQ viewport. (this is a known issue, on maya 2016.5+ the legacy lights are different but the guys on RS need to implement this..)
Finally I could finish another piece, it has been really long time since I could work from start to finish since Forgotten Forest, some times because of too much work and other times because of laziness, but for this one I could finally set my mind to accomplish the result.
The scene for the new redshift tutorial, Physical Sun and Sky, its almost done. I think I will need to make two scenes one for the display of the set up configuration and how does the physical sky works on outdoors, and show the haze and the other attributes and this scene for the interiors.