Here's a print my buddy got of one of the Satyr Brutes from TQ [model by "coolest-guy-ever-Brian-Parnell AKA modeling_man"] He's about 5 inches tall. $110 shipped, from 3darttopart.com . Low poly shape resolution intentional.
You can see the bluish spec at his ear. Im using a material tree from the other player models as the base and it has like 138 instrutions, dont want to get into it and mess things up. Anyway the sss is only seeable in character customization.
wow.. sorry for being excited. i was thinking about a Sigma 24mm F 1.8 or something alike, and maybe in a little while that i get a telezoom, a 70-300 maybe, i dont know if any of you has a lens that you think is recommendable?
I was just wondering if UT3 is something to go by regarding budgets? For example a simple cardboard box, from memory, was something like 110 tris with 2048x2048(?!) diff/normal maps in UT3? Show me another game that can get away with specs like that :\
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
I've been pushing to improve my anatomy capabilities and this piece has been my latest in that regard: https://www.artstation.com/artwork/VgnE24 (The ArtStation has more Pictures, Scroll to the bottom of the ArtStation post to see the Anatomy Sculpt) This character will be a playable character in a mobile game being made…
I use to have more trouble with nVidia... Not anymore though :/ / My drivers are 11.12, when I tried to put the 10.8 dll's in the Maya bin folder, Maya just instant crashed when you clicked on it. I might try installing the 11.8 drivers to see if it makes a difference.
You freaking Brazilian spy. (jue jue jk too) And what detail normal maps, ain't nobody needing detail normals when you have the POWER OF 8K!!!!111!!1!!!!1! I'll do a mayo edition just for you once the presentation is nice and oiled up.
I usually just Dot the fresnel with the LightVector and that makes it for me besides that I see a big difference in the face's specularity, for which you will at least need a specular glossiness map (use it as alpha in a lerp between 1 and, say, 128 - then connect to the spec power input) great model btw
You can read about it here from post #113 http://www.polycount.com/forum/showthread.php?t=128126&page=5 Most probably this guy is a common scammer and there are no bots. Even if they were at the end things are accepted by Valve alone, so number of votes don't matter so much.