@mrhobo a lot of the parts are just there to represent where surface bevels will be on the final mesh, just blocking everything out right now. @Selaxnog, yea i was trying to get the small parts under the jaw line to kind of roll backwards but it needs a bit of thinking, everything will have small wires and hydraulics…
@Darkleopard Thanks for the compliment! @SirCalalot That helps a TON! I actually was trying to struggle to figure out what was depicted on the right side of this concept, and waterfall makes sense. Also couldn't figure out what the shape in the middle of the hallway was, and yes, puddle seems very likely. Do you think it…
an interesting idea. i think that trebor777 is right tho. its just one calculation of the distance formula. there is perhaps a more significant problem. speaking in general about the graphics pipeline to get into 'screen space' (ie) device coordinates you have to push the geometry through the whole pipeline. so when you…
I love how this came out! Love the expressions. And the cloth work is amazeballs! I do have one criticism though, I feel like you interpreted Buu fairly realistically, like I can pretty much imagine him existing in our world. You modified his facial structure so he looks somewhat real, but Babidi on the other hand just…
Wow, this looks really great. I'm seeing it for the first time now and looking through the process is very insightful. I've only had a chance to look through the thread for now. I haven't gotten to the article yet. It may be too late, but I have one piece of input that could be helpful if you every plan on pushing an…
These are both great looking stylistically, but you have some inefficiencies such as too many edge loops and the second character has 1 too much texture sheet. Only model out and keep edge loops that benefit and define the silhouette. Try removing some edge loops and if they do not affect the overall silhouette of it, then…
Not a bad start, the main issue at the moment is timing. Everything is moving at the same time making it look very floaty. I believe it was @slipsius that gave the advice which I am paraphrasing here "Push it further than you are comfortable and then bring it back". The grabbing of the cup can really be pushed for the grab…
I'm not the one who did the math. This is using the Sobel Edge detection shader from Epic. With the default settings, I got a similar result to the first screen. I figured this was just the default draw distance for the edge detection and the fact that landscape is really high res. I had to set the max distance to…
Hey man, this is very cool, thanks for making these and sharing these! Custom shaders is one of the things Id really like to see more of in the future. I'm wondering if it would be possible to make your frenel shader work on the diffuse channel so you can multiply black to get black outlines. Better yet, make a toon shader…
What I took away from that session was that provided that you have great foundations, painting skills, and design sense, you then can create something pretty awesome with more tools/options presented. It doesn't mean that the other method is obsolete, it just means it serves as an underpainting/sketch. The difference is…