Thanks for the critique and comments :-) I decreased the resolution from 2048 x 2048 to 1024 x 1024. I already tried to add more contrast, but I think I can go further. I would also like to improve materials as I think I haven't really worked on that so far. :) Progress:
Interestingly enough Zbrush exports the cage out with groupings on, even though I have it turned off. I sew the uvs in maya and export it back into zbrush and it turns grps on again with off scaling attributes under the Export option. Scale 1.1067 x Offset -0 x Offset 2.3231 z Offset .0382
ya once your used to it, it works great, hitting x y or z constrains to that 1 axis, hitting shift + x y or z stop's it from effecting that axis. if you want to do it with the widget shift + drag the axis you dont want. just like how using control key with the widget in maya works.
This is my first model in a realism style. I took a concept by Kim Sung Hwan as a reference, and I’ve done it in 3d. I’ve learned a lot of interesting things for me such as an Arnold render, sculpting of face details, displacement maps, x-gen and x-gen interactive groom for hair. More picture you can find here
I'm just saying that you should use twist bones. You have two bones in the forearm for a twist, you have two in the upperam, and you can do the same in the clavicle. The clavicle twist is a clone of the clavicle, it inherits its position from the clavicle, but takes some X roll from the arm X rotation.
Thanks for all the feedback guys. I'll definitely take a look at Rock, Asus and HP. Is there any point going for a 1920 x 1200 resolution on a 17" screen? I would imagine you'd have to have 20-20 vision to get the most from it. Do you think a 1440 x 700 display is good enough?
You can't simple subtract the images, diffuse is 2*X and Specular is X-Y. Also they are stored on the camera in sRGB so you must first make the conversion to Linear space. Its best to do these in shader code. For Gloss just solve for G using the BRDF shader code.
heh, you're the marketing dude here it seems, you tell me how the game usually works. I just doubt that marketing is only "oh you're looking for product X? here it is!". More often it's like "...don't you need product X to make your life complete?!?"
Have you done any scripting before? That might be a bit too difficult for a first script. But basically just store the X/Y of each vertex, treat them as a right triangle to get their X/Y distances and hypotenuse, then get the rotation angle in degrees and rotate the entire shell based on that.
I have been meaning to ask, what are x-forms? I have been taught to reset them on my low ploy before I bake them, but don't know why. Can someone please tell my what are x-forms and why they need to be reset. Thanks