Any tricks for the stone wall.
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
I think you should look for better maps first and experiment with shader settins. Even with a simple bump map you gan achieve good results if the maps and shaders are setup nicely.
If you do so..use that function (couldn't remember now) that optimises polly count =) - you can get to 1/10th of geometry without any visible loss of detail =)mbetke wrote:you could use your displacement map on a zbrush (or 3dsmax dispalcement modified) model and work with real polies.
Decimation master, it's pretty amazing
Sorry manos I was referring to JJTTBB comment on 3ds max noise modifier right above mine. Hope you get the results you're looking for, although without the use of a more solid modeler other than sketchUp (that's what u use right?) your best bet is decent textures and normal maps.
Sorry manos I was referring to JJTTBB comment on 3ds max noise modifier right above mine. Hope you get the results you're looking for, although without the use of a more solid modeler other than sketchUp (that's what u use right?) your best bet is decent textures and normal maps.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/