Yeah, the rug is bugging me a bit too to be honest. I did turn off shadow casting for it, which looked much nicer but gave the impression that it was floating. Now that I have Ambient Occlusion on it should work better come to think of it. :) I'm also going to change the fire from a static light to a nice dynamic…
Looks awesome so far! Really great job on the clock, came out excellent. Should be interesting to see what you do to fill out the environment. Do you have any ideas sort of floating around at the moment? Is it just going to be an run down standard house or are you planning on flushing out the architecture at all? It may be…
Hi guys! Sorry for the low activity on the forums lately -- it just means we've been super busy! Let me get you up to speed on what's been going on: First off, Eat3D released a tutorial on rendering AO from floating geometry using nDo2. Also, check out industry legend Sjoerd "Hourences" De Jong's new nDo2 work-flow…
It looks more than just that. That last picture you posted (scene_01_11.jpg), the pipes on the left are "floating", the light is uniform - the same light intensity for the ground is happening on the walls at the top of the picture. It seems you have a strong ambient light on somewhere which looks to be uniformly lighting…
[ QUOTE ] Why "rat"? I like the proportions but his "feet" seem too small for something without a sense of ballance. [/ QUOTE ] Take it up with Ashley Wood. Personally I think it is a sassy design decision and is energetic because of the crazy imbalance. I always imagined that he had some sort of floating mechanism like…
Generally, the mesh and lighting work looks solid. For the kind of place this is, a stronger and more prominent dirt & grime pass would do it great good. Also, try tweaking, making the lighting more dramatic outside of the hallway and have those objects cast shadows (or at least, more accurate ones). Right now they look…
Lol! Well good then! I'm glad you had that in mind. I guess that's the best test ever, right? Designing something, and then having someone come along without knowing what you designed it for and getting it right, right? :D Maybe I'm wrong, but maybe you can reduce the polycount on the corners by making that nob floating…
I Agree with Shepeiro, I also feel there is some balance issues that need to be fixed (small / big masses). Also I have the impression that some of the ( big ) pieces are floating, like not really assembled to the main piece. you can probably play with some custom pieces, like attachments of some sort and then make them…
I'll have to agree with Poop, the character lighting and environment lighting is inconsistant at best, some parts have soft shadows and occlusion while others have only directional razor shadows and characters and objects look like they are floating. Snake's suit looks to be made of the same material as his face and hair…
Here're some technical aspects. Performance wise: More frames should not have a heavy impact on performance, because the calculation is mostly an interpolation between two frames. Memory footprint: Per bone and frame you need atleast 1 quaternion and 1 position (~2*4*4=32 bytes). A rig with 100 bones and 1000 frames would…