I may have misread, but if u keep the doc res high and the Export res = Pixel8r res, results will be 1:1 with the Painter viewport

Issue is Painter only supports pow2 res's >= 128. If u have a more niche res w Pixel8r, export at doc res & Nearest downscale in PS for best results

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Maya viewport (untextured model) VS reference

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Comission thing which im too lazy to render so i take a ss of the viewport

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今日の知見:Android版FirefoxでPC版サイトを見たときフォントサイズがアホみたいにでかかったら about:config から browser.viewport.desktopWidth を適切な値に設定してあげると良い

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aand~ here's some viewport shots not rendered yet, there are few adjustment that I want to do. :)

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these details and texturing are just temporary, still working on the shaders. soo~ here's the ZB and SP viewport screens

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Plus here is a little viewport screengrab of how it is looking for me right now

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Procedural Strawberry by SubstanceDesigner
Render: OpenGL (SDViewPort)
Map: BaseColor,Normal,Roughness,Height,AO,SSS

https://t.co/e6Q7eFgThS

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Sculpt this dude with then i'm playing around with viewport matcaps. And it looks nice. Tomorrow the 3d printing will be done and i'm ansious to see the results.

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This is the real MVP - the viewport render of her sketch + rigging

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It's actually viewports way of previewing the materials. If I were to render it would look like this. The file from Patreon has this all in.

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matcap and simplified viewport mode

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an old work ported from Blender 2.7 to 2.8, still can't believe this is realtime viewport rendering.
EEVEE is crazy good.

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diagnosed with CG syndrome: when you prefer the backstage viewport look than the final production render

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Corona Renderer 4 for Cinema 4D released!

Easy-to-use and fast to render caustics, plus fisheye camera, Interactive Rendering in docked C4D viewport, set DOF focus in VFB, stacked materials respect displacement, & much more!

Full details & download: https://t.co/J6PW4zi9Rh

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Also it relies on an additional viewport as a buffer for drawing all the lighting, but there doesn't seem to be a way to get that to draw *before* the actual viewport, so it's always 1 frame behind :\ large amounts of motion produce these annoying 'holes' in the darkness

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New character I'm working on, here is the shape blockout. new viewport helps immensely. [I'm currently available for hire]

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