tits tits tits. it isnt hard making u think of that. u think of it all day. jesus. :P no yes no ... actually yes. no. errr dali inspired me. he has some cock shapes hovering behind chicks and things like that. and yea i hear this from time to time. and rooster. yea lines are not precise in this one. cuz i didnt do this one…
You can keep subdiv open as an option after you dynamesh. If you dynamesh first thing, then dont use it again until the step right before you start doing midlevel details (just so you have enough even topology to work with), you can go from there using regular subdivisions like usual. And do yourself a favour and watch…
Thanks Shyralon and Brad. Here goes the tank model in sketchfab, i went crazy with the polygons cause why not [SKETCHFAB]5ca4bc52e16f40a6af8f08df3f48aec2[/SKETCHFAB] @Brad Thanks a lot for the critics, material definition and texturing has always been a problem to me, its the part i feel i lack the most and that needs…
Looks to me like you need to think more about how your building is put together for the high poly and work to make it... well, more than just a geometric box with mathematically machined sides. What happens at the peak of the roof where the two sheets of tin meet? There's a cap over the whole thing. What supports the roof?…
Also here's another tip for hard-surface meshes which is another good technique to learn, called face-weighted normals. This can entirely replace normal mapping in some cases, and it can be used in conjunction with normal mapping if that's needed. I just wrote this up for a client, might help you... We have more about this…
Day One @ Fenn That is a good point hah, now that I think back I think I stopped squinting after a few shots at the color. I'll try and remember to do that tomorrow. I can see it in today's as well. I tend to make the value higher than it is. Thanks for the tip. =D Day two! Alright! I'm going to count that as making it for…
@Tomtegubbe : Yeah... I do want to add a little more detail to the trees. Just not sure how to do it without it being too noisy. The tree in the snow level looks just right, but you are also up close to it. The detail would be too crazy for a tree that further away & a different kind. @bb0x : I had not noticed that before!…
Haven't learned it much but zbrush has that cloth sim, its wonky for me but that is only because i am face-rolling(equivalent of smashing keyboard with head) into it without reading the doc. I am also interested in anything fun, i think they changed the interface "controls" in MD 9.5 or so and its just a nightmare overall…
Hey Thomas, always good to hear from you. Have you tried using the real-time denoiser when ray-tracing is on in TB4 (assuming you have an RTX card)? This can help considerably with the noise issue. As to your comment "but without an offline renderer's accuracy" could you tell me what led to this conclusion? TB4's RT mode…
FK stands for Forward Kinematics, its how bones normally operate where the parent influences what is linked, normally through rotation. You move the parent and only the children follow. With Inverse Kinematics, the children influence the parents, you move the end of the chain and all other links are effected. You aren't…