There's a couple ways you can approach this and it depends on whether or not the overall surface is curved or flat. #1: the issue is there's an uneven or unmatched number of segments between the inside and outside shapes. #2: use less geometry on the outside radius and match the number of segments on the inside radius. #3:…
I was under the impression that you had a variable filesize based on the contents of lets say DDS. In that case as you said, you'd get less artifacts the more flat areas you have. If it's constant file size wont differ yeah. "Harder to overlay details on" was a clumsy way to put it. For one thing you don't have to bother…
Vassago - McCains speech was good. If he had been talking like that the whole time I think he would have done better. It was like the old McCain. Obama did mention both McCain and Palin acknowledging them for running a tough race and said he will be looking forward to working with them to solve the tough problems of the…
I concur with the dropping teh gradients of doom. They're pretty dated for almost everything minus a very very subtle/not even noticeable gradient. Most modern design in print and web is flat design, if you wanna get fancy you can maybe try your hand at a 3D "flat" look, aka basically orthographic with solid shapes of…
Hi, nice environment so far! The first thing that pops out to me is that everything is looking really flat. I'm not really sure what your lighting set up is, but I think I'm not seeing enough shadows or AO. Maybe try to push those values a bit farther, I know interiors can be a bit tricky!
Nice idea for a thread I generally like to customize my hotkeys to keep them same as my gaming key layout (awsd) 1-4 to switch between the playback options a-previous frame (Also stops playback & Loops through the timerange without adding additional 'undo' reiterations. Which is what the satewithoutflush is used…
i didn't take pictures of the whole sculpting process, so some details only popped out in the final model :X retopo done in 3dcoat, unwrap just plain boring 3dsmax, i have been asked how i did it and i just don't see anything special about it, organic stuff is so easy these days and automatic unwrapping so often gave me…
Yes, way too slow and floaty. You need to tighten the timing up a lot. Just look at Tracer's left foot from f57. Really floaty and lacks weight. Same for the other character's hop at f413/ Stuff like Tracer's action at f153 needs to be more snappier. She needs to get into the pose quicker and then she can hold it for a…
Basically: Yeah, they're about the same thing. A normal map stores the slope/tilt of each pixel in the texture. A bump map stores the simulated height of each pixel in the map. The renderer has to then convert these heights into slopes when it renders. It does this by comparing the current pixel with all it's neighbors to…
Lookin good! I think the run at the start is a bit floaty. too much up and down. I`d actually like to see him do a slow walk into a run, where he's really thinking and calculating his next steps to get up there. the run right now is very evenly spaced. Your jumps could use a bit of timing tweaking, as well. the jump from…