Indeed. Well, I shall not dispute a) your size or even b) the fact that you are from a larger country ( superior is too subjective to argue unfortunately ). Nor even will I doubt the fact that you've tasted Toblerone. ( indeed not a bad little piece of confectionary by any means ) I have however the superior experience of…
Is it possible to blur based on mask intensity in udk material editor? Since roughness does something similar I was wondering if it could be used to cheaply mimic pbr...
Yes, another Pariah survivor. popping up like mushrooms after the rain.. Good work jboskma, you have good picky sense of judgement and self critique that will allow you to get far in the future. It already naturally gives you a strong techniqual understanding. I agree with what has been said so far. Rockstar said it but…
Hey man, how's it going? I have a few pointers for you The main issues are with proportion and face shape currently, definately don't proceed into hard surface stuff until you get the proportions and silhouette nailed. When it comes to female faces, it's all in the subtlety, you really have to make the forms look right…
Hi, Thanks. Will that work with an object that has multiple faces? Maybe something that uses the normals average to move along? I used the Transform tool and that worked great...except for the fact that it also scales the object at the same time, which is not what I want.
jhoy, do you mind dropping te subdivisions down a LOT? We should take this a section at a time, let's focus on face sihlouette before we up-res to where you have it right now. We want to see faceting.
Adam: yes the sides are faceted like that on the real structure. 6 faces/windows. The people who produce the crystals in our company are having some calibration issues with thier machines, so it may be a week or so before I see a finished product.
wow that's some neat job, tucho! i like the book and how accurate lowpoly is. on the crit side: i'd fade that specular on his clothes out, make his face texture less plastic and more natural(spots, color variation) thanks for the wip shots!
well, that's got to be the ugliest method suggested so far, for one thing the texture will give away the fact that you're cutting the objects into each other. Plus you'd have to have a pretty high resolution mesh for the faces to overlap gracefully. Blend shapes or a rig, definitely.