The only problem i'm finding about the BL head so far is the shape in which you worked on it. From the looks of it, it appears that you worked in a 'non-perspective' view. Problem from this overall, is that it always looks like it's in a orthographic screen view/camera. Which takes away a lot of depth in the actual…
[ QUOTE ] I'm not flaming, I'm critiquing here. First off, there was a Nightmare model for Jedi Academy. It wasn't ever weighted and released to my knowledge. You cannot successfully weight Mr. Siggy on crack to the JA Skeleton. PsykoSith confirmed this last time someone wanted to make this. [/ QUOTE ] my ancient old model…
This is a realtime character that I've completed, you can find it on artstation here: https://www.artstation.com/artwork/6aWrgx Modeled from this concept art: https://www.artstation.com/artwork/XB2Ar0 I'm very happy to call this project complete. It was a huge learning experience for me. :) Many thanks to my mentor, Mr.…
After spending half of today downloading redundant plugins and shaders, searching through countless websites and bugging people on my Steam and MSN list I give up. What kind of voodoo do I need to display Parallax Maps in Maya? I've gotten the regular normal map to show up with no problems. I've found a variety of shaders…
I wrote a few filters at lunch to try to capture some of the regular posters art style. We've got the Arshlevon filter. Notice the homage to Presstube.com The Gauss filter, star brush and scratch lines combined with unsharp mask for concept art goodness. Pior filter, will darken your characters limbs, and add a color…
The high poly could use a lot more detail. It looks like other than a turbosmooth modifier, the high poly isn't a lot more detailed than the low poly. This tutorial might help you a lot: http://www.game-artist.net/forums/spotlight-articles/10425-tutorial-full-weapon-creation.html There's a lot of things I learned from that…
MR renders normal maps pretty well for me in max. Id say maya and mental ray are not using the rendering method for their normal maps. have you tried flipping the green channel? Why are you using a scanline renderer to render your game assets, surely a viewport shader, unreal, or marmoset model viewer would be much better…
Hey! thanks a lot for your feedback :) About the hair I actually use only Maya nhair, it was a real pain with fibermesh, So I just create curve by hand and there is an attribut call " Braid " that allowed you to create the Braid effect ( thanks Mr Obdivious! ) Yeah I should have work more on the ear afterwards I rendered…
I second MeintevdS's suggestion. Unchecking premultiply in the MR framebuffer settings should be the way to fix this. Again reiterating what MeintevdS said: Without premultiply you'll probably see large blocks of solid colour surrounding the glow when you view it in fcheck but if you save it to a format with alpha e.g. png…
Yea that looks weird... Possibly a separate issue to the blurring but it doesn't look like there is much refraction actually happening either. What do you have the refractive index set to? As cw said it would be good to see the material settings. Are you using the MR dielectric material or just a blinn/phong? Also, are you…