So, I have this little problem - I need to tweak a lot of already existing walkcycles for game character to add new weapons. All I have is raw animation data, so I imported all the walkcycles and rigged the upperbody. My problem is that I need to make some kind of switch between locking and unlocking Y movent of the root…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Hey guys long time no see. It's been a while since I posted here, but let me assure you I have not been slacking on my 3d work. I worked on an indie project for a couple of months, but then I decided to refocus on my video game project "Wreckage." I finally got around to doing a redesign for the t-recks after I took a…
Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at…
I actually had too many layers - one for each side - and the initial sketch was on the shadow layer. It got messy. This one has just light, shadow, base and mortar. Way better. I copied the rocks as per Fanny's tutorial. Also painted some shadows on the rock surfaces but I don't know about their 'rockiness'... Aerashi: Are…
Hey Chris, Nice update! The clothing and rock arm are looking sweet. The biggest issue that stands out to me is the Face SSS, you need to make a translucency map. It looks like now you have it applied to the entire face which is incorrect. Thinner parts of the face/cartilage receive more SSS than other areas. Also the…
The mountains tiling effect leleuxart is referencing is unnecessary for this application. There are some tuts floating around and I just saw an amazing example of it from a fellow here on polycount not more than a coming days ago. I'm positive that folks can point you in the right direction when you need it. That said,…
Okay, this is looking really cool. I can't believe there aren't more comments. Please go, go, go! I love the finish and the style you're applying to the props. I think what I'm a little bit confused about right now is the lighting direction. Because some of your tests are kind of more light and airy, and some are more dark…
This is a quick first test just of the normals of the tileable rock texture. It does not look much like rock atm. Is it better for rock to make shapes that are more "connected" with each other and less deep? I tried to keep it small shapes in order to make it look less repetitive. I guess i have to study rock walls a bit…