I think the slight flair in the background suggest light source coming from that direction instead of upper left. It feels a bit contradictory at the moment. You may want to add a little brightness from the upper left to make light direction more convincing. Kind of like how the Sun is clearly in the center in this piece.…
Thanks guys, it really is in the beginning stages right now, I plan to stay true to 343i's style that we all love. I've gotten around to working on the pillars so far, and I'm about to tackle the flooring shortly. I've taken a look at the way 343 made them in-game. I was about to go ahead and model one huge high poly…
Still no luck, if possible, can anyone try and use this normal map i found online during my test. http://img202.imageshack.us/img202/3448/noisec.jpg and see if they can get a look similar to the marmoset one? maybe its just my UDK?
I was not talking about the sponsorship fees, which of course add on top of your salary. http://www.mensxp.com/special-features/today/34723-the-h-1b-visa-revival-bill-has-increased-the-minimum-salary-requirement-to-130-000-and-it-s-not-a-good-thing.html This is very recent and not done yet but it seems like there will be…
A pipeline that doesn't allow for iteration isn't much of a pipeline, heh. In Maya and Max you bind/skin the new mesh to the bones, copy the weights from the old mesh and then delete the old mesh. Max uses the Skinwrap modifier that targets the old mesh and then converts to skin. Maya uses bind and then copy weights. It…
For me it's simple: Styx plugin. Get it. You'll thank me as your max>zb workflow will never be the same again. Here's a video excerpt I did on Styx recently. Styx bit starts @18min.34secs. https://www.youtube.com/watch?v=fKyoBMklNY4
Got the low done and baked the normals and AO, cavity and convexity maps. Quick shot from marmoset pretty happy with the bake so far just got to start on some textures now. At the moment the model comes in at 3448 tri's could chop it down but as this model is just for messing around really done see the need to right now.
Thank you for all your replies! I reduced the count to 3427 Tris. I also baked the hi to low, and its a good bake (some small errors, easily fixed) May add a few edgeloops for roundness in the handle. This is the bake in marmoset, I want to show the wireframe without trigulation, is there a way to do this? The model was…