This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
Remember in alot of games (ive seen anyway) weapons tend to have a high poly count simply because there on screen alot and so have more detail, this is usually in fps games but it just depends where you want to concentrate your detail.
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