Hey guys started a new project about a week ago. Been working on the base shaders for the rocks and ice as of right now. It was made by Daniel Conway who does some great work. Here is his portfolio http://danielconway.artworkfolio.com/gallery/317016#13 So to start this project I first wanted to get the rocks and ice shards…
It's nice-ish. It creates a rig that works specifically with HumanIK which is Motion Builder (lite) stuffed into Maya. I like HumanIK / MB for retargeting from one rig to another, recording and cleaning up mocap as well as blending animations together, or if you need one rig to drive another one, like a character picking…
(my computer bluescreened while writing the last response) Hey guys, thanks for the replies and feedback! :) Mazz, I'm not gonna bother with those kind of details, whatever is possible or not and I will probably leave that part as it is. I did however want a fat guy crushing the apple when I first thought of this project,…
Some progress on Tiger 2.0 Just got the mouth pieces and claws left to texture, then I'll do fur cards. Gonna do a lot more fur cards this time around. I want to get some nice chunky fur on the neck and chest, and also the pretty curved furs on the front of the legs. The challenge is blending and matching colors, because…
Is that how it really works? If I understand what you said correctly... the global root would have to remain at 0,0,0 for the entire time the character exists the game scene. Displacement node is moved around by the engine; then character skeleton, from the pelvis?, is updated to the Displacement node's position? My…
nbac Only terrain. I tried it for icebergs, but was not happy with modularity. So just sculpted them. Sky currently primitive, just some panned cloud textures with UV distortions+ additional texture directly connected to Power value node, and affects alpha erosion of visible clouds. IWant to make more accurate masking for…
Basically you make your road as a high density mesh as you see it in the screen shot above, using techniques like loft or sub-d mesh. You then make your terrain from a terrain model, or from a creative reference. Possibly making it with flowing polygons or just with a straight grid (at first) Once you are happy with the…
It's tricky, definitely. When I did that one, I had no idea
how to go about it. My strategy was just to bake out every kind of map from
xNormal and a lot of ZBrush matcaps and fiddle around with blending modes until
I found something I like. It took a lot of trial and error just to get to that,
and the final result is an…
Nice model, the renders with the darker background look better, they have more contrast and the darker blue goes a lot better as complementary. Your wear and tear is pretty inconsistent and unlogic tho. At some parts where a huge amount of wear would occur, you have noone and at many areas where it would be impossible to…
Thanks everyone!! :0! It's a gradient layer on top of my AO and base colors (there's a lot of different ways to do it apparently, but I just delete mirrored geometry and use max's viewport canvas gradient tool). It's pretty adjustable in the beginning, but midway through the texturing process I start painting on top of it…