The problem with the current UI is that it is not only bloated, but it also gives a bad vibe about the tool. It does seem very powerful in action, but way too cryptic. It reminds me of the discussions I sometimes have with TAs at work. They always want to name their tools with the shorter name possible, because they think…
Neat challenge! I'm thinking of participating. I've got a few questions about the rules/specifications: 1. Is the use of vertex color allowed for lighting/shadows? 2. Is a per pixel gloss map allowed to complement the spec map? or is that too high tech shader wise? 3. Can we breakup or combine the two 512s worth of…
I posted this in another forum, so here's the copy/paste: I figured I would copy the Polycount thread where you can post your desks/workstations/Batcaves, as some people have some really nice setups. Massive employees better get in on this too! :p Here's mine: (Computer specs are at the bottom of this post) Click to…
Sorry I think the plastic comment should have been directed at the gloss and not the specular. But if I have to be honest I'm not sure what the difference between the two are, I'll do some research on them. But to explain what I meant I googled some reference: I realize it's a different kind of bat, but it's the same sort…
The biggest thing i think you can approve on here is overall accuracy compared to the reference. That front panel in the refs has a straight edge on either side, very close to the screws, but you've added a rounded section out on the side there. There also should be a gap inbetween the two main elements(sight element, and…
Hair and fur can be a tricky one, I'm still getting to grips with it in ZB. Alphas (like in iamtracis316's 2nd tut) seem to be a good way to go after sculpting out the bulk hair. One way you could tackle this is by polypainting the clumps of fur now (basic under coat) and then use the hair alphas with the zADD and RGB…
Hey! This is really coming along! The floor looks much better! One thing that just stands out to me is the tiling on the walls. The patches of exposed brick all feel similar in size/shape which makes it a little more obvious that it's repeating. It would be neat to see some of that decay placed intentionally, like along…
mhm I saw you comment this on someone else's post. I checked my ddo files and it looks like my first mesh wash originally called 'Mesh' so now that my obj file contains two meshes (the separated glass for the headlight, and the rest of the vehicle), what is the correct way to rename them so ddo will recognize them? I…
I wouldn't recommend a 700 series chipset when AMD has 800 series chipsets now. Unless you're going to make several systems and set up a render farm, quad core is good enough. More RAM is always worth it. A single GPU or a dual GPU card is better than two cards in SLI/CF. It's less power draw and easier to upgrade later.…
I love how you've taken individual aspects of the original image and made them your own, while still retaining the main composition of the concept. Out of the two lighting types, I'd say I prefer the daytime version as the bloom from light hitting the various surfaces looks great! The problem here is that it pushes a lot…