Anyone every successfully done this? I've tried a bunch of the file formats they all seem to clamp the depth pass to 8bit except the .exr file format, but that just renders out all black? What am I missing here read a bunch of googles posts but this just won't work.
Man1: Beautiful piece of equipment there, have I ever told you that? Man2: Only every time I'm in here. Man1: Occupational hazard. See a great many in the course of any given day, yours just happens to be an exceptional example. Don't know why my folks didn't order one like that for me.
Here's a script that will read through a text file, use line breaks as a delimiter, and show each line associated with timeline frame, starting from 0. Useful for synching animations with dialog or notes, which is really hard to do if your text is in a separate app. It's crazy that maya doesn't seem to have any native way…
It all looks good except for the textures of the chest/torso armor looks a bit too low-res and pixilated compared to everything else. Since this is a portfolio piece now, I think you can "treat yo'self", and splurge on some 2048 textures.
It would be very rare in a AAA studio for an environment artist to make weapons, with the exception of very large items like cannons or catapults. But if you have all the skills required to make environment props, there's no reason you wouldn't be able to make a decent weapon.
Awesome love the big images! Not much of a weapons guy but so far so good don't see anything that really stands out except for the top area those areas need o be a little tighter, right now they looks too soft.
Ha, I think I Photoshoped something similar together years ago except with a sharks head (they have pretty similar shaped heads so fits really well). The idea of swarms of shark headed frogs still haunts my nightmares.
so ive pretty much finished the sculpt except for some minor details on feathers and cloth where the tearing happens for the wings. ive also finished the base mesh and am about ready to UV. any critiques before I start UVing?
I am a bit disappointed on how small indirect lighting in outerspace no matter how much we crank up the exposure :( ( except if it extremely overexposure ) probably this is why most space game and movie use exaggerated nebula or planetary light bounces
@lampekap - I dont really have a special way, but sometimes I do a cloth simulation in studio max to get some basic wrinkles before sculpting. the space dude is pretty much retopod, except for his wrench, cables and tube hookups.