The nose shouldnt be as visible and fat as you made it...you are going the right direction, you just need to practice some more. :) NOTE: Please post that in to 2d and 3d pimp and previews. Or create a sketchbook under sketchbook section to post this, and also to show your progress.
Hey bud, I broke into the industry without having gone to school, and by just following tutorials. Its definitely doable. Its all about the portfolio and portfolio direction. Right now, your portfolio says "product rendering", which you could lean into. I'm not 100% sure but I'd assume someone who is good at producing…
I haven't tried texturing in since Maya 2013 so I'm probably missing a step some where...but when I apply my diffuse map my model just appears black in the scene. Here is step by step what I'm doing. 1. Assign new material, Lambert. 2. Click the little checker next to diffuse and assign a File node. 3. Attach my .tga…
Hi, I'm trying to retrieve an angle of a knee bone. So its either 180 degress or less This has been discussed before in the following threads: Here and Here Unfortunately, all those matrix jargon is just way over my head. Luckily, ThE_JacO (Cult of Rig) provided a demonstration of it in a screenshot. But I can't quite put…
Hello, We’re looking for a 3D artist who can create models with complex PBR materials and textures. We’re the developers of PixaFlux, a node-based PBR texture compositing tool, and we’re open to any kind of modeling/texturing style, as long as the materials and textures are built using PixaFlux. The texturing workflow must…
Hello I hope this finds yall well. I have a question about position based materials in UDK. I have seen the information on player position based materials but I am looking for something a little different. Is it possible for an UDK material to get the location of an object (let's say a plane), then sample said material…
Bradfordart: these shortcuts from your notes seem all over the keyboard. is it possible to fully customize them in XSI? as for the original question about extrudes - my softimage knowledge is a little rusty but have you made sure that you are in local transform mode before invoking the extrude tool?
Maybe it's more the Navigation option "Orbit Around Selection" which may have his interest (don't remember if it's checked by default). Note also the Numpad view navigation shortcuts: Shift Numpad 4 or 6 which allows to turn around a bit like 3dsMax orbit mode.
For Unity, we provide a shader library written in HLSL with the blending functions. For Unreal, we only have material graph examples. Do you have a specific engine in mind? Note that the blending code itself in the shaders is not special, it blends 2 frames using motion vectors to distort UVs. The thing that makes blending…
Face lift... Before -> After Mostly around eyelids, and cheeks. Can't see what's wrong with the shape of her nose... T_T I use realistic reference, though. Made new hair. Note; front part of the hair seems a bit floaty because there's Reaper's mask too.