I hope I am descriibing this right, but here it goes. Say I have an object casting an ambient shadow. (A giant rock casting a shadow from the sun). The shadow of the rock is rather soft and thsu not as dark as it might be if it were a small object. I place a smaller object in that soft shadow, and it is casting its own…
I'd love to tackle a hard surface character. Spoon: I'd use the hard polish brush to define the flat surface of that sword a little. Its all feeling a little soft and mushy at the moment. I like how your foxy girl is turning out. She's definitely got her own attitude going on. Good progress! Rafferty: That's a big…
Actually Modo's smoothing groups are all right for soft/hard edges, but the discoverability is pretty bad and the implementation is a little weird. It's in the menus, under Geometry->Polygon->Set Smoothing Groups, and each smoothing group is a letter or number. So for example you could have smoothing group A on one area…
Overall the scene is pretty good. Like Rurouni said, the glass shader could use work. I think the scene would be drastically improved if you spend some time on the lighting and shadows. Your shadows are too soft (or non existent with the bottles). It's hard to tell a definitive light source because they are so soft. In one…
You need to work on your lighting and color composition more than anything right now. In my opinion, you've taken many steps backwards on the lighting from your last update. Things are way too dark, uninteresting, and monochromatic on the lighting. Increase the distance of your lights, bump up your skylight intensity a…
Cheers guys :) Tut 3 Zbrush Matcaps/Lightcaps A couple people inquired about my matcaps for Zbrush; It's actually a Lightcap more than matcap, underneath its just one of the standards like 'Matcap Gray'. I usually stick atleast 3 lights; a soft front light large aperture, a strong small aperture for the spec, and a dim…
Several reasons: I don't think in terms of hard/soft edges, I think in terms of surfaces - continuous smooth surfaces and surfaces that are separated by an angle break. For me, at least, this make more sense and is more intuitive than hard/soft edges. Smoothing groups are way easier to work with. I can select by SG and I…
@Wesley No problem! It's likely that you just didn't notice before as the change is probably quite subtle most of the time. Aligned forces the cages vertex positions to be aligned with the soft normal, whereas unadjusted retains the absolute vertex positions found within the cage file. Using the soft normal can result in a…
update. will try to make a video of the scene , so you guys can get a feeling of it. the buttons on the soda machine flicker, as well as the light beam coming out from the bulb. the fog is dynamic, im stilll trying to tweak it even more, so if you guys find it bad just say :) changed the epic prop for a new one, modelled…
raul - Thanks dude! I love your game art thread btw :) Mouhsine Adnani - Thanks! Sure, the transition was just using the mesh that I posted a screenshot of a few posts back. We fit it to the corners where the stairs met the wall, then used the stone texture we already had, and used the DepthBiasedAlpha to get a soft blend…