I recall I read a description of so called "fin" shader in one of Nvidia GPU gems or something . Not sure where. We never tried to do something like that for real and I haven't understood a half of the math there. The idea was to use heigh channel in surface texture and spawn small polygons on geometry outlines based on…
ClusterOne I did touch up the nose but just a little bit, I would be surprise it's even noticeable in the render to be honest haha! Thanks for the crits! Dan! Thanks!! Glad you liked it! Scythe yeeeeeeeeaaaah!!! hair! Iciban Just modelled small strip of polygone in max, add a shell modifier and place it…
When in doubt, add enough polygons so that there are almost no faceted silhouettes on anything. Ideally, the untextured low poly model should look pretty good, even without things like normal maps (use face-weighted modeling and add little bevels fairly often etc). If a small prop that might have been 200 polys last decade…
most have been mentioned, i'd love to see a rework of the viewport canvas so it's similar to the texturing tools in mudbox, stuff like the projection/stencil tools and the abillity paint with those tools directly in the UV view not just the viewport would be sick I find the way mudbox has it set up really intuitive, since…
Great gun, man. A lot of people actually don't realize that what you did here is the exact thing many studio do gun in FPS games in terms of polygon and texel budget distribution . It may not flow as smoothly in presentation, but this is what we do in Triple-A games. BTW, try NDO2 to get a nice sharp surface details on the…
I agree, there are too many polys, but has for the boxiness, some of that is intended. I am looking into some people for references, but also keep in mind that he wasn't built to human proportions either. The original concept is this piece... ....and the face.... His musculature is meant to be ludicrously over the top. As…
2 models have different materials, max ask you how you wanna combine it? There is a list of sub-materials assigned to the polygons. Here's how it works: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-D8EDE0E1-9694-4844-B58B-A8CB0EBD473B.htm,topicNumber=d30e606373 [ame]…
Eheh, yeah I'm doing this in ZB. The "shapes" are done in photoshop and then imported in zbrush to be used as a mask. I don't have much experience with ZB so if anybody wants to suggest the best workflow for a job like this, I'll be thankful :) Update: I've realized (better late than never!) that I won't be able, given my…
Well, the UVs got messed up like that because you bevelled those corners. Maya doesn't know what to do with new polygon UVs when bevelling, it just does the most sensible thing it can - connects the new UV polygon up with the existing ones. Unfortunately in this case it means you have some stretchy UVs as a result. Your…
This is possible, but it's slow. I wrote a script a while back that did a per-pixel test for selection, and it worked like so: Duplicate all scene geometry into separate polygons hide everything else Color these separated polygons each with a unique color (255*255*255) possibilities Don't use the max background color, or…