All characters look so artificial...all movements of characters are unnatural :( CG industry has traveled by so many years of 3D development in all possible ways and all characters in animations looks still like puppets:(
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Tresde’s Santi Sánchez wrote an article on using Megascans for METEORA, a personal concept design project based on a volcanic vivarium pavilion. The project was focused on using Megascans 3D models as hero characters and studying the use of this software.
He used 3ds Max 2014, Corona Renderer 1.5, Megascans models, Megascans Bridge, SIGERSHADERS Corona Material Presets Pro, Photoshop CS6 and Nik Software for the project.
First of all, he got the full high poly 3d model and avoided using any displacement options. The models, exported to 3ds Max (FBX file) with all the materials ready to render, have an incredible amount of detail to them when getting the highest LOD versions.
He used ACAD to model the base and import it into 3ds Max.
As for shading, the artist used CMPP (SIGERSHADERS plugin), and customized some parameters, primarily reflection and bump to achieve a more accurate result.
He focused on HDRI lighting and used the Corona Renderer volumetric material for most of the scenes.
Santi used HDRI V-Ray map to change the inverse gamma value and control levels of contrast or washout according to what the image needs.
The artist emphasizes that it’s crucial to make some tests rotating the HDRI not only in the horizontal direction but vertical too. “It might break the “reality” of the HDRI, but this will allow you more levels of control over highlights and shadows orientation”.
He goes on to break down his experiments with lighting and other steps of testing Megascans. Make sure to read the full article here.