Inside of Unity, you can't really do that easily. You CAN get Unity to move the vertices of an object so they're centred on the origin, then move the object that distance away so that it's visually in the same place except that the transform position is now centred on the mesh. Setting anything as the target, it'll use the…
I have a strange feeling that you been using Ryan's zbrush ecorche as your main reference did you use any other ? There is a lot more stuff but I kind of end up with no space to write , I suggest you finish arm muscle and any other you might missed and start making global changes like silhouette adjustments ,muscle…
get a pair of these... http://www.eizo.com/global/solutions/graphics/index.html they are bloody nice, really good veiwing angle and colours, and once you set them up can self calibrate (which is awesome) also comes with anti glare hoods so you can pretend your "on set" the con is they are slightly alot expensive... i would…
For those riding in polluted streets n such - http://respro.com/pollution-masks Free global (!) shipping Yes, u will look like a ninja but it's really good Works gr8 if u wonna tease the police and look crazy Also, side view Hi-Viz : http://respro.com/store/product/i-shots-reflective-stickers Synaesthesia: how much litters…
The specular node is a parameter that is tied to the analytic lighting that gets calculated for every light in the scene. Environment maps are a hack to fake global illumination, they have nothing to do with the analytic lights. You need some way to squeeze the contribution of the environment map into the final pixel…
Thanks for all the positive feedback! I know there is not much left to reduce on a ten dollar app, but the global game jam is more than reason enough to lower the price even further until monday the 30st. Until then, the single license version sells at only 7.49 USD. To activate the discount, simply type gamejam in the…
Or make a new hoykey with this as it's script: <font class="small">Code:</font><hr /><pre> //global proc CRupdateTexAll(){ { waitCursor -state on; string $fileTextures[] = `ls -tex`; int $count=0; source AEfileTemplate.mel; for ($node in $fileTextures) { if (`attributeQuery -node $node -ex fileTextureName`) {…
I wouldn't leave out all the shadow detail, a nice subtle Global Illumination light/shadow bake does wonders for believability, It also helps create a tiny bit of Ambient Occlusion. Of course faking this detail by hand is tricky but can also pay off in nice ways. There is a trend in the industry among artists to forsake…
Generally I won't put the straight AO map in specular, but since I get the Specular from a tweaked Diffuse, I guess it is somehow included. Anyway, I'd use the AO in Specular only to represent a globally shiny object with heavy dust in junctions (where AO goes dark) like something exposed to a sandy ambient (or other low…
Definitely the vector renderer is the way to go. Apply a white material to your object, and set your background colour to white. Select all the edges on your model and make them hard. In the vector render globals, use the defaults but also tick 'include edges', leave edge style set to 'outlines'. Should give you a nice…