might be able to get around it by using a stencil mask in the outline post process material: How to Create Masks With the Custom Stencil Buffer | Tips & Tricks | Unreal Engine (youtube.com)
I are right Ambiz, i will work more carefully on the chest to solve that hard edges, and thanks for the tips, and looking the chest wolf need to be bigger... also thanks felixenfeu for your tips as well, i will work on.
Thanks for the tip Alberto! We'll keep it in mind, it'll be no problem at all to change the logo if necessary. The toolkit itself isn't commercial in any way, so I think it might be fine. But again thanks for the tip! :)
It's so cool working next to Frank Victoria! Students and staff are just too lucky to have him around.:thumbup: Here is some of the work he did on Tin Tin and the Hobbit while working at Weta.
When exporting a 32 bit displacement map from ZBrush it sometimes is all red; or all white. Compared to when I export a 16bit TIF which exports with the correct data. As I'm not getting all the information from the 16 bit TIF displacement map as a 32 bit displacement will provide.
My 2cents: looking at the midsections, I'd say the tits are a little compressed into that area bit much. It's anatomically possible I think, but maybe not the preferred tit style society subscribes to.
hey folks. I just added a tip jar to the grass video (think small donations) if you would be kind and give a tip, that would be awesome :) [vv]78183651[/vv]
Do you use tifs? If so, reload the map manually or save it as a tga and give it a try. I had older max versions not reloading my tif maps automatically.
Looking cool Adam! If you want to track the tips of the sword, I would constrain a locator to the tip and track that! I use EBtools :) http://eblabs.com/author/eric-bates/