My name is Adam and I am a 17-year-old CGArtist/Animator For this project, I used a combination of 3D and 2D techniques. the 3D base was sculpted in Zbrush core and rendered in Blender's Cycle Render with a toon shader applied Then I went in sketched out the shape of the model and added my desired colors in Paintstorm…
Is it just me or the Area lights are 10x stronger than the spot lights? I'm trying to get a spot to show, but I'm having to force the intensity of it to 8 (which is max) to show anything. I wouldn't like to put distance falloff farther or it can cross boundaries. Someone have any clue what can I do about these spot lights?
On Ornatrix grooms I kept hitting two things: I rebuild the same operator stack on every character, and a fully-built stack tanks the viewport while I'm still iterating. How I've been handling it: * Build the stack in a fixed order (Surface Comb → Rotate → Clump → Curl → Frizz → Detail → Noise → Gravity → Change Width) so…
I'm having an issue with the lighting. Lights don't affect the scene at all. If I put in a spotlight, there is no change. Usually the scene goes dark and one spot is lit up but there is no change in the scene or the render. The same goes for all other lights. I'm using max 2012 with mental ray render. Can I get some help…
The lighting seems very low contrast. It was hard to tell where there was supposed to be sunlight and where there was supposed to be shadow. The night section also suffers from "night is just like daytime but grey!" It looks too bright, I know it's cliche to have a bluish tint but that's really how humans see the world as…
dropbox, you bullshit free software, get your shit together. this is a picture i painted some time ago and just found it again tonight. it's somewhat of a daydream piece i found more interesting tonight than i did the night i made it. it's bad if you have to explain a piece, which is why its crap but i'm too tired to flesh…
I am having some problems in udk.I have created a scene with lights and static meshes of houses.I need to save the static meshes and lights together as prefabs so they can be imported from the content browser into another level. Problem is the lights seem to move out of place whenever the prefab is scaled.Is there a way…
Hey guys, I've been struggling with this for about 2 days now. Tried to watch the unreal material series at their website but it didn't really delve into foliage. So, I've made this grass, and I'm happy with how it turned out. However, I don't like the way it receives light from the side the light is not hitting directly.…
Are you strictly going for a diffuse only look? If you want it to look more "metal" you can use PBR. It works with hand painted. In general, metal is very shiny, unless it's rusted or has grunge added to it. You could fake those reflections in your diffuse but they might look weird in a game (because that information gets…
I haven't been able to figure this out, and it appears its not possible at the moment. What I'm trying to do is parent the lights to the camera, so when you go to the animation tab and rotate the camera the lights will move with the camera. Basically what I'm looking for is an animation of my guy as if I had him selected…