* duplicate your model. * select the original and place it on a display layer and make that layer a reference layer. * take the duplicate model and switch to vertex component mode (RMB over model or F8 - i prefer F8 * select all the verts and hit "W" for the move tool * either double click the move icon in your toolbar, or…
Hi, my name is Olivier and I have been visiting Polycount for a long time, but never posted because I don't have any experience in game art. I have been modeling for animation for a few years now and would be interested in moving to games. The problem is I dont have much experience in texturing, which seems to be very…
Did you end up solving this? A physical simulation might be the most straight-forward approach if you're familiar with the tools. Lots of collisions and moving parts, though, so I'd do a quick test to check if that's likely to be viable. Cloth might work if rigid objects cause problems. As you mentioned the toilet paper…
This is looking really good :D . The tree folliage seems to match the shrubbery foliage too exactly, seems a little odd. Also looks a little too foggy for a bright blue day, hard to put my finger on it but the scene just looks very realistic up to a certain distance, could be that the sky could use a little more saturation…
I know there is grab brush that saves depth as alpha and rgb separately but you have to do save two times instead of just once. It's extremely annoying and also when you try to record this save in a macro action it often does less than the whole document for some uncertain reason. My guess probably by exactly same frame…
here's a few things that work for me: don't try to learn anything academically. just set a goal and only learn what you need to solve the problems right in front of you. don't try to learn anything "the hard way". Only learn the hard way as a last resort. Hard way = trial and error. First thing I always do is check and see…
Short story about Jhin! The opera house towered over Khada’s head like trees. He counted four balconies stacked on top of each other. Gold leaves curved around the two large pillars to the side of him and the Ionian goddess herself smiled down from above. One of the actors pointed to her. “It’s heaven,” they murmured. He…
Thank you crazyfool, I feel like a lot of those changes make good sense. My main reference when I was modeling, which I need to dig up and post, has a bit of the wider shoulder and longer arm thing going, but I feel like I have exagerated them somehow. Here were the two most recent shader tests. One is too matte, with too…
The most immediate thing I'd like to see adjusted to stay closer to the concept is to only have the yellow light coming from the left side of the scene. The other two critiques I would have are that the cracks on the walkway are too prominent and intense and need to be blended with another texture, like what is seen in the…