Thanks for the crit, I agree. However I have a new monitor which is pretty bright and saturated so the lighting is not dark at all. For the gun I really wanted to do a classical "retro-futuristic" gun as me generally see in pinup illustration, and then I changed my mind... I will do one with more curves when I find the…
how can autodesk get away with that!! as there are bugs, and there are laughable bugs, this one falls into the later category among all the problems that maya has, this one is the most telling about the status of the software and the conditions in which it is being shipped…
It's not quite done yet. UDK Landscape doesn't allow creating different material layers (don't know why), which makes setting up the material painful. I can't show the graphs here, since they are too big. I was basically creating material functions for my detailed textures, then hooking them up in the real set up. But as I…
== WIP 18 == After some time, I finally have the retopology done to a draft. I want to be thorough, so admittingly this step is exhaustive in terms of display. To note, the jacket is floating geometry, not attached at all, though I'm assuming this IS the method for dealing with complicated layered clothing sets. There is…
Subscribed to this thread. Considering doing a World Machine environment some point later and your write up of the process is very valuable. :) As for the direction you're going. Hitting the right balance between cartoony physicality and a realistic look is pretty hard. Perspective will help out the scale a lot but the…
KennyTies: Thanks! wizo: haha thanks! Iciban: at work I only work on assets and props for now! A full character can take from 1 day to 3-4 days! It really depends on the complexity of the character, and on how many little extra things he/she has like bags, different layers of clothes or weapons! In general my experience…
Right now this looks more like gnarly old tree bark and mud chunks than flesh. Aesir hit your main problem right on the head, but you're going to have to be much more drastic than that. Make a duplicate flattened layer of this, and just start painting out detail and define the musculature without thinking about any surface…
Alright I'm just going to explain this in text for now because I don't have a lot of time to break this down with images but I'll get down to that in the future. The thing we wanted was to have a very artistic approach to the whole painting part so I wouldn't have to bother with making sure I am on a "correct" layer when…
This is for an assignment on my University course, 3D Games Art. (Thread taken from my own post on our Uni forum). For this brief, I am creating a cave interior with my hero asset being an ancient building ruin inspired by Cambodian temples such as Angkor Wat and Ta Prohm. I created some greybox models in Maya first to…
Hello Please may someone assist with Substrate Opacity Masks. It is not working with Substrate OpenPBR Opaque I am trying to mask the Mud Layer onto a MetaHuman Material. Andy