oh what in the HELL, the only things barely making those two hours bearable was cracking "i hear those blues a-comin', tossed salad and scrambled eggsss!" every time Beast showed up on screen, and yes, the Juggernaut quote... but that's it. hands down the worst film i have paid full admission for in a long while. it is…
Yea, I have gone back and made a "master" low poly and am cloning it as a instance. Since their lofts, I can replicate the whole bunch and then insert higher divisions and a more defined circular spline. I still cant use one large item to encompass them as the shear rate (height) between each of the strands would be too…
No worries, I appreciate you taking the time to comment at all! :) The lines on the shin were added after I did some looking into how we imagine dinosaur hide would've looked. It has a lot of what seemed like a folding look to it in what I saw, so I tried to replicate that. So, either I didn't nail it or it just looks off…
I'm wondering the same questions (or almost the same) : should I try to learn 3DSMax or would I stay a bit with Maya for trying to mastering it ? I'm still in a school, I'm already busy with a lot of stuff and this is maybe why I don't try to use Max. I have started to use the scripting inside maya a few month ago which…
Got more work done today including more second pass textures, more spec and gloss maps and I added the emmisives. I feel like the scene is way blown out by my lighting right now, which is what I'm currently working on. I'm trying out different combos of point lighting and "use emmisive for static lighting" but can't find…
Thanks for the suggestion Jeff. I'll definitely take that into consideration, as it was something I deliberated on to remove the smaller details from the concept in the final model (like the bone spikes and other small rocks) so when I come back to this piece in about a week I'll probably be adding that stuff back in. Also…
well done getting the model done, the metal has improved too, yeah the lighting and shadows dont look finished yet - theres hardly any contrast between light and shadow. try using some interesting lighting reference and seeing if you can replicate the look, for example stuff like this is cool…
Tweak the materials further and started to refine the base metal for the gun a-lot more been struggling trying to get the right base value before moving onto painter/considering using DDO aswell for some of the noise generators for a few minor areas. All work has been designer thus far, found this nice lighting condition…
Thanks Orb! ZacD: Well that's what I do too, but I've created a glorious plastic looking material in marmoset and I'm too mental ray retarded to replicate it in XSI. I want to have a wireframe over the normal mapped object, and I get sketchy results with the shaders I've tried and XSI's native openGL normal mapped texture…
Yeah you can go in a bunch of different directions with it. I think my friend's focuses on replication of real-world way-point lighting in games. But anything around how lighting affects player movement or actions is a pretty interesting topic. Navigation, choice, performance, etc. You could investigate it and then build a…