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?
I only have a few textures at the moment that are properly done. Terrain uses two diffuse and one normal @ 1024 x 1024. Rocks are 2 diffuse and 2 normals @ 1024 x 1024. Plus some trees on the island. The building is now just a tiled simple metal texture that will be replaced.
Mh...yeah, i asked my professor and he tells me the same. 1 x 4K is ok, 2 x 4K would be to much. The Problem is that all small details looking a little bit blurry on the normalmap when i go close enough. But you told me not to do that ^^ ....
You can't. That's the resolution that the items have been set and those are the restrictions you have to work to. In future if you wanted to work at a higher resolution and then downsize later you should always work in a multiple of the base restriction, ie if it is 512 x 128 Then you could work at 1024 x 256.
nice plan, thought of that too, but mudbox is only fast as hell if the geometry comes out of mudbox, importing a X-Mio objects results in same slow handling as before, and as you can't reconstruct or import level 1 from zbrush and then level X as a layer, you won't get any advantage
Yea NHS is very nice. I wrecked my collar bone snowboarding one night so had to go to hospital, was a small wait but it was on a friday... got seen to an X-rayed and fixed up. They did X-ray the wrong arm at first... but hey left and right are easy to mix up...
In this case I don't think even that's needed, it's just assumed the blue channel is white (set the blue channel to white in the top image and you get much the same output as the second image) with tangent space normal maps there's never really a lot of detail in the blue channel. All the normal perturbation is in the red…
We've just released a new normal and specular map generator for windows. Mr Normal creates maps from diffuse textures, functions and normal map painting to produce unique assets for your projects. As most of the artists on the forum will tell you normal maps can be created by hand in photoshop, or generated from a detailed…