There's a lot of things I dig about this scene, the subject matter, the red light casting through the blinds, the cool light at two the other end of the room. A few things that stand out to me are the bags. They're all the same and it looks like they're only rotated along z, so they're all perfectly straight up if that…
good start! I thought more bevels on the bricks would be better, and make the lines vary in thickness. And also mix with dark and light color, different color tones and hues. Here is a good example https://www.pinterest.com/pin/AXO0A7y4dxc9ktfLB-SirUeVDRqF1acLlbomtKbn-U1vEgrYQRe95Wc/
Since this is one of my first human models, I watched a lot of tutorials on the topology of the face. To get used to the way humans toplogogy should be, I went ahead to make this model using those key edge loops around the eyes, nose and mouth, even though this is not going to be animated. The key loops were always in my…
move the shells of the copies on the U or V axis by 1 UV unit this will make it so they don't bake over each other but have them sample from the same part of the texture.
Say if they're projecting the snow texture along the height axis in the rock material, there should still be a way to A) where the rock texture should stop and let the projected texture appear and B ) terminate the lighting seam.
Yeah also I love the way you can change brush size/strength by middle-click dragging on X or Y axis, so simply and easy... better than ZB or Mudbox's solutions for it. Shame it's a little buggy with symmetry (like rooster mentioned, i've also seen this) and not updating the strength field when adjusting it in viewport,…
What are you trying to do in the above script? Right now I can't really tell what you are trying to do with it. I don't follow this - vtx color is a float4 and uvs are a 2 axis coordinate. In this circumstance what I believe you'd want to do is convert your selection from vertex to uvs then set one of the coordinates of…
aphex i loved your vids and i cant wait to try out that using photoshop to offset a displacement map for making the tiling stone, i've never looked but i'll have to see if zbrush will also allow you to only deform on one axis. totaly necromancers this thread! came to it from a link elsewhere an didnt notice it was old..
I've been using modo since it came out and actually still like it. The action centers might be easier to deal with if you break them down, I've taken the Axis and Center submenus off from under the Action center menu and gave them their own space, easier to get to and combine as needed. Regular action centers will still do…
Hope this makes sense... I don't have all the correct numbers memorized, so you may need to mess around a bit. -Start out by making a cylinder with the number segments equal to the number of arches you want. (like 16 sides, for example). Make it the size of the curve you want, but keep it about 1 unit high. Keep everything…