Thanks for the comments/suggestions. My biggest problem doing that Urien sculpt (besides trying to learn ZBrush @ the same time) was going from references from so many different artists. I may revisit it in the future because I'm a big fan of the character and I want to do it justice but it felt good to at least have…
I think the shapes and rendering are great. But, I'm wondering if you are a biker. This seems to be lacking practicality. The front fender piece won't allow room for the front forks to absorb shock. Likely, in a heavy braking situation, the tire would catch on the body, sending the whole vehicle into a front flip. The rear…
I wrote a script that can apply texel scale to a set of objects or calculated from 1 object. http://boards.polycount.net/showthread.php?t=60553 http://www.renderhjs.net/textools/ the part I mean in particular is: You basicly pick a object with the pick button and it will fill out the pixel size in squares and the…
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…
Ahh Ross awesome buddy! I hope this reaches farther than damage models for cars, there could be some cool tools put in place for damage to buildings and environments. I think one really cool feature would be slicing a mesh based on a projected pattern. A bit like the Topology features in polyboost/Graphite modeling tools…
Hi, I've put a sample shaderFX shader here: http://www.lumonix.net/ForumImages/rorschach_ShaderFX.zip It uses the sample Rorschach jpg file you gave me, and that file isn't layout perfectly for this shader because it has borders etc around the image. What you want in this case is a perfect 'animated sprite' where each…
As far as site and layout goes that seems all and well. A lot of the content seems just a touch away from being hot. Temple scene has a great concept with lots of contrast and depth, but your textures and modeling work is just flat and planar. If your materials had more depth, contrast and stronger specular this scene…
The lighting is too flat, imo. Particularly in the night scenes, there is too much ambient and very few darker areas. Very little variation in color either. Still, educational nonetheless. We don't have people specifically designated at lighting artists, but do have some folks that are much better at it. A lot of time our…
Overall, aesthetically, it looks pretty good. A few hitting points: The roof choice is bad. It's the wrong material for the situation. Secondly, the middle section being at a higher angle is stretched more than the rest. The doors on the right side (if looking at the front) have no foundation like the front or other side.…
Ryan that's an amazing software you're doing here, very user friendly and fast. I have a question though, I don't know if it's possible or not because I'm still discovering CrazyBump. When I generate normal map there is sometimes a seam where my uv stops between two parts (it makes a little bulge on the edges), it can be…