I tried something like this when doing anatomy sculpts and couldn't find a way to make the active tool transparent except for using the imageplane plugin which has a slider for the mesh opacity, tell me if you find out otherwise ;0
You make hard edges based on your uv islands as well according to the your making me hard thread since the engine will break them regardless. Hence still confused. Are continous (as in wrap around/cyndrical side) and mirrored the exception to the rule?
Hey! Thanks, I believe I understand everything except for the first part: Hm... :poly127: I'll keep trying! EDIT: This issue has been solved; the lower jaw was bound to the joint through smooth skin bind. Thanks again, - Andr
http://wiki.polycount.com/SpecularColorMap http://wiki.polycount.com/SpecularGlossMap Level is the same control as Color, except it's only brightness of the specular. Color gives you brightness, as well as hue and saturation. Edit... some general texture-type resources here: http://wiki.polycount.com/CategoryTextureTypes
DanielR17 >>>> yeah I try, except when I just want to relax and see what happen Here is my last stuff, my entry to the Substance Share Contest, an Abandoned Hotel Marble Floor : Will submit it when my graph are clean .
Stone Tiles ! SD 5only ! Full procedural* stone material based on single input pattern (* except opus and polycount logo patterns) package here: https://onedrive.live.com/redir?resid=B12D494B8DD6F4AE!17823&authkey=!ACRMU-K3PI6LyL4&ithint=folder%2cpng
I know for people who live in EU, is more easy to move between countries to live and work. But for countries like those from Balkan, who are not in EU, except Slovenia and now Croatia. What to do then? I am more interest in Canada.
Also on a sidenote, the horns seem very very dark, close to black even, except at the tips, its keeping any lighting from being read, simply silhouette horns, maybe ramp up the specular on the horns to bring out the normal detail?
from my experience with clients, maya and max are pretty much equal in distribution. zbrush is in pretty much every character production for sculpting. Modo catches up in the modelling department but the final exports are usually from either max or maya. of course there are exceptions
Here's a WIP update on the sculpture. It's going good except for the fingers on the feet and hands... they're a real pain. Posting it now since I might not have time to work on it any longer, it's a school project. Either way, I'll be happy to hear critiques!