Starting to get colors and a base in! Experimenting with putting some puddles on the ground but I need to figure out what's the deal w/Marmoset's reflection settings. Once the materials are finalized I want to do another fur pass of stray geo hairs and maaaybe cards. Will have to see how it looks. Excited to get to rigging…
So your question is how to modify primitives in Blender? After selecting a mesh go into edit mode (tab), select the type of component you'd like to edit (ctrl+tab), and then on the left side under mesh tools you'll see most of what you'll probably want to use. More tools can be found in Specials menu (W).
haha! suckers (especially Rooster :P) - i hate my ffn hair -it grows too much, too quickly, and hair appointments cost!, and besides i look like a pow w/ a shaved head...not good.. besides i forking out $$ for hair product to keep it in line....think of going bald as a responsible move in this economical climate .....
So everyone's telling me to add normals to my textures, however I much prefer them without normals. Here's a super quick UDK screenshot comparing both. I made a SUPER rough normal map (converted colour to B&W and then crazybumped. If I use normal maps, I'll obviously put work into them)
I know i do this to myself, but i use Control W to save, which i do habitually. Control Q is quit, and both have a little click through "are you sure dude?" popup to make sure you don't blow anything up look at your keyboard and tell me how that could go wrong
I really like what you have here. It reminds me of Ghost in A Shell's visual designs a little, especially the robot. If you want a critique, I feel that the current post process settings could robbing your scene of some detail. Can you post a scene w/o the blur? I'd be interested to see how that looks.
There are quite a lot of dents in your model...also I think I wouldn't model these ornaments...far easier to paint a b/w version of it, once you' texturing, and convert it into a normal map. That would make it far easier to keep a smooth shape. A shaded wireframe would be nice, but considering the modeled ornaments, I…
Take Flewda's advice. The texture is simply too uniform, no satuation/hue which seems dull to the eyes. Flewda's refs are black, while gloss and spec's add a flow. All this could easily be faked into your texture, w/o using separate maps. Trust me, if done right you'll end up with a much better result.
Concentrate on the Right side Menü under Model Tab and use Modo Layout with Top and Front View and 3D. Top and Front View is good for correct placing and Grid Snapping aka correct measurements. 3D View more for Selecting and Overview. IN your picture you see the left Menü, its not relevant in the following process because…
@Optimus thank you! I referenced o/w a lot for it First texturing update, anisotropic hair just doesn't come out as good as blizzard's (it's not aniso here) if anyone has an insight to it please share! The stomach device thing still feels weird, I might swap it if I find something better.