https://garagefarm.net/wp-content/uploads/Rendering_Guide_Part_2.jpg 550 1100 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2018-02-05 12:54:432018-04-18 02:46:12Guide to rendering: Optimizing scenes in 3ds Max through Textures
In the previous part of the guide, we talked about optimizing geometry. In this section, we will focus on textures. Textures are one of the assets which, like geometry, may need a lot of a computer's RAM, and to a lesser degree, their size and resolution can influence on rendering time.
https://garagefarm.net/wp-content/uploads/Render-Farms-The-Ultimate-Time-Saver-2n-1.png 550 1100 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2017-04-13 11:15:542018-04-25 06:56:45Render Farms: The Ultimate Time-Saver
In this series, we will be diving deeper into some of the individual benefits of render farms. Render farms are the way to go if you’re tight on time. A phrase that has been hashed and rehashed many times is “time is money”, and this could not be more true when it comes to rendering. We will also be covering how paying to use a render farm is actually a cost-effective solution.
https://garagefarm.net/wp-content/uploads/3D-Model-The-Incredible-Hulk.jpg 768 1024 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2016-11-28 02:52:422018-04-17 02:53:08The Future of 3D Modelling
3D modelling has come a long way since its humble origins over 40 years ago, meanwhile its capabilities have continually evolved and grown better alongside the technology used to perform it. We are on the precipice of a modelling revolution, where recent technology and those in development seem set to become game changers in the world of 3D modelling.
https://garagefarm.net/wp-content/uploads/Alex-Nowitzky-1100x550.jpg 367 734 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2016-10-12 13:22:562018-07-09 09:46:16Alex Novitsky: Staring At Car Renders Until Your Create One Yourself
GarageFarm.NET and CGTrader sit down with Alex Novitsky, an artist and modeler who creates captivating vehicles and hard surface renders, to hear his story about his development as an artist, his thinking process when working on a model, and his drive for constant betterment.
https://garagefarm.net/wp-content/uploads/3D-modelling1100x550.jpg 550 1100 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2016-10-04 22:23:182018-07-09 09:44:243D Modelling with Autodesk Maya 2016
3D modelling is the digital creation of three-dimensional objects in dedicated computer software, such as Autodesk Maya. 3D refers to the three dimensions of the universe, used to determine an object’s position within space. The letters X (left/right), Y (up/down) and Z (forward/backwards)
https://garagefarm.net/wp-content/uploads/QuickStart-Guide1100x550.jpg 550 1100 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2016-07-01 05:44:122018-07-09 10:06:18QuickStart Guide: How to render at GarageFarm.NET Render Farm
This guide is an excellent starting point for any new user to GarageFarm.NET Render Farm. It will guide you step by step and show you how to start rendering on our farm. It's only a few simple steps that will get you up and running within minutes.
https://garagefarm.net/wp-content/uploads/Optimization-guide1100x550.jpg 550 1100 GarageFarm.NET https://garagefarm.net/wp-content/uploads/garagefarm-logo-white.png GarageFarm.NET2016-05-03 01:19:492018-07-09 10:00:56Guide to rendering: Speed up your renders in 3ds Max locally and on a render farm
This guide is for every 3D artist who has had an unpleasant experience with too high resource usage when rendering a project locally or on a network. You will find useful optimization techniques for beginner and intermediate 3ds Max users. If you are an advanced user, you probably already know most of them, but still, you might find some new information here.