If it's phong, you need to specify an exponent (gloss) value or texture. You also have to turn phong on with a boolean; $phong 1 $phongexponent 5 // use either this one for a flat value 0-255 $phongexponenttexture <texture> // or this one for a greyscale gloss texture $phongboost 1.0 $phongfresnelranges "[0 0.5 1]"
She doesnt have a bracer slot, sadly, though i could probably put something over them in the shoulder slot. Looking for some feedback on this set for New Bloom 2015 as well, trying to figure out which kind of horns people like more, angular (top) or curved (bottom).
GlowingPotato> Glad that helped you :) Ignore my previous question... Forgot that the Texture Map node was a group as any. If you enable advanced mode and look for yourself you can see that the "ConvertToLinearSpace" = x^2.2. At least in Maya 2015 which I have at home. I've got 2016 at work.
What I find interesting is that games are getting real enough now that people have to take a second look to make sure it is a screenshot instead of a photo. Pretty cool really. I remember this shot looking awesome 6 years ago. http://media.pc.ign.com/media/011/011640/img_1277939.html
make sure you reset xform before applying your skin modifier. sometimes if your model is too big ie if your are working in for example cm and the character is 200 cm tall, its can have strange results lastly try and increase the mirror threshold which defaults to 0.5
[ QUOTE ] is peter jackson a hobbit. He is certainly stumpy and I bet he has huge feet [/ QUOTE ] Dude has lost 70 pounds. Here's a pic of Jackson from the King Kong shoot: http://xbox360media.ign.com/xbox360/image/article/615/615207/king-kong-20050517002723422.jpg
Last project finished for 2015! Steven Universe cafe - concept by Emily Walus. This was another quickie project at about 15 hours. Used a colour atlas again, like my Bathroom piece, it really speeds up texturing. I think I will do another Steven Universe piece in the new year.
@studtoprof - thanks :) . So, I guess I'm going to unofficially make this thread my 2015 sketchbook since I never started one over here...plus I haven't finished my initial project and I keep doing these in-betweeners. With that said...here's another quickie I did this weekend.
Its better in 2015 However. I have been using the layer pallete to organise my scenes since they forced the new (slow) scene select dialog on us. You can leave it open all the time and on 2012 its like a million times faster than the normal scene select window
I got the base of the trunks down, I sculpted the tree trunks and then textured them, I will used the straight trunk part to texture the limbs. @Noxiousd Here are some resources on foliage: http://joopson3d.tumblr.com/post/30984980518/foliage-workflow-for-udk http://www.cryengine.com/community/viewtopic.php?f=315&t=100319