p2sta wrote:yeah Brina, you can put what ever texture on it or color or material
Ok, following on from this can we use your background plane as the holder for a real photo composite or does it have to be an actual wall (if i'm explaining this well at all lol) ?
p2sta wrote:yeah Brina, you can put what ever texture on it or color or material
Ok, following on from this can we use your background plane as the holder for a real photo composite or does it have to be an actual wall (if i'm explaining this well at all lol) ?
I would like to keep this one indoor(studio) render, you can put texture on it, but try to keep it as a studio render.
Thanks
Erichellgren wrote:I'm in next time, I need to fix my computer!
i've been searching everywhere but i haven't found out anything yet. what settings do you use to render out your scene? everytime i render mine in 3ds max it is fuzzy and pixelated. just curious
does anyone know why this is happening when i try to render out at a higher resolution?
it goes all white and loses it's color in the center of the helmet
you´re using 3d max?
if you´re rendering with mental ray be sure to have mr photographic exposure control.
if you´re using scanline switch either to automatic or linear exposure control.
if that´s not the problem export everything in the scene and import it in a fresh archive.
if none above works you´re fucked and i dont know what could be causing that xD
Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
it's weird because it only happens when i increase the resolution of the render. at 800x600 the helmet loads fine as well as everything else in the scene. i tried at 10000x7500 and the skin doesn't show at all.
PS the only reason i'm rendering it at such a high resolution is because it is super fuzzy when it is smaller