Turbosmooth Pro uses elements of OpenSubdiv, I believe. It's a great modifier. It seems like it should have been an acquisition for Max 2014. Ptex is very interesting but it requires dense geometry, which we tend to avoid in-engine. I'm not sure when it will find an application in real-time tech.
Oh wow, haha. Small world. I appreciate the advice man. I agree, clothing is still a definite weak point in most of my work. The current character I'm working on will have some flowing fabric elements, so I'll definitely spend a lot of time there. Thanks again.
I felt too stupid starting a new thread just with this question but as it's slightly related I'm going to ask here; How do I change the step increments for these tools when you just click and drag and can I change it in a way that's relative to the size of the element I'm using it on.
I like your current post processing more then the one beancube tweaked. The moving cloth is a really nice element in the scene, but i think you should turn the wind down a bit. Doesn't feel natural now. The stones needs more hard edges to. They'r way to soft.
so far, things are looking good. you usage of color on the various parts make it easy to read and the silhouette is rather good :) Perhaps you can really punch out the look of the metal elements by using your dodge tool set on highlights (soft brush) and punch out the shine.
I've also had this happen on my work computer. I seem to remember that I was in some weird sub-object mode or I applied the modifier to a sub-object (I apply to elements a lot) rather than the object as a whole. I didn't need to restart or anything like that. /shrug
I worked on a Wii production and for the main character poly count you're on the right way, 3000-3500k is acceptable. The only suggestion is to generally use 256x256 and 128x128 textures for the environment. 512x512 is a huge size and should be used only in case of big detailed elements such as a custom building facade…
Maybe I'm nit picking, but what is the reason for those rods? Throwing on greeble for the sake of greeble just confuses the eye. It's a door and it does one thing, divide one space from another. Every other element should work to sell the idea that it's a door. Keep it simple, keep it functional.
Look awesome!!! Only minor design changes I would suggest is he feels like his legs should be a tad taller, he's feeling a bit short for a big werewolf warrior, and it'd be great to see that awesome clumpy fur element repeated somewhere else as well on him.
Is it possible to have ShaderFX output the resulting shader into a renderable material? I understand some elements (like SSS for example) cannot be setup with max material like that. But if it could at least set up a diffuse/normal/spec/color values, etc etc. Not sure if that's possible, but it'd be damn cool