i like the ideas alot,but there isnt any lightning that makes things pop , like for exampe, in the troll shot, he could have some moon light defining his silhouette. ill post some critics later sorry.
ActorX definately retains smoothing group info from MAX to UE3 automatically. .ASE export also should preserve smoothing groups between the two programs - have you got the MESH NORMALS option checked in the.ASE export?
The bottom map appears to define a world-space normal vector, that is not used as a normal map, but "compared" against the viewing angle normal in the shader to determine how visible the top map's influence is on the model. As to HOW to make it, well, that's for you to figure out.
I feel like your handling of color is pretty good, to me it looks like your painting is blurry because you aren't refining shapes. Reduce the size of your brush and start refining edges and the silhouette, you have a great start but because of either your brushes being too big or opacity being too low it's making…
so i decieded to create my own link model w/e.so heres the concept/idea heres day one progress of putting it all together. its really early. just doing mesh extracts to get piecs there so i can define them later.
I'm not definate on what a matlab is. Does it contain only the materials properties, ie. spec/glossiness/IOR, and you would also input a separate map? AFAIK it is a file used by autodesk. Does this mean that the same .mat file could be used with different renderers in 3ds max (MR, Vray)?
I just noticed (again) inside marmoset that textures can be tileable i was wondering when this should be usefull? especially when using substance painter you can also define that?! Maybe i am wrong :-) i just saw it for a skin material once
Hi Polycounters, I recently finished this girl, felt it was time to polish those realistic modeling skills again. The cloth on her pants was a struggle, but I have to say had real fun with it so far! Anyways, don't be shy to lend me your critical eye, it's definately appreciated! with the fix
I like the candle and the doll-like joint articulation, but the body looks like a potato. I suggest defining what surface materials you are working with (metal? wood? potato?) and let that inform your sculpting choices. Keep going!
How do you do custom particles!! - You can also just change the person into a skull and make some sort of "Consumed into darkness" thing. or Some sort of sludge or ooze to define the poison aspect of the ability ("shadow poison")