I don't really have time to go into this very deeply today, but will try to provide some more feedback over the weekend. For the moment, there is a new function in WW that I loaded today with an updated UI for the Nudge Tools in WW. Among them are snapping functions. Those should help with old-school methods of editing…
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The simple explanation is: Normal maps add per pixel surface detail to a model by taking a highpoly model and looking at the normal tangents of the low poly and baking the detail on top of that. If your target game engines reads the normal map with exactly the same tangent basis as the baking program, there shouldn't be…
#Eric: I knew i forgot something, yesterday i've downloaded the "scene" file instead of the script file. i was in a hurry. Now i've downloaded the correct file and i will transfer it so i can try it.(the "workstation" is not connected to the www so thats why the time gap). Thank you. #SpaceRogue: I also will try this…
Lighting is never easy, if it were, then we wouldn't have people who specialize in lighting and rendering lol. Personally the eat3D tutorial on lighting and post processing helped me a ton http://eat3d.com/udk_lighting I highly recommend it to learn how to create great lighting in UDK. If you just want to show off one…
Thanks for the tips. That was just to general shape of the hair so it has no layers. I was just eyeballing it. I am still stuck placing the cards, how do you approach it? * I projected the low poly on the highres mesh in zbrush now so I could get a cleaner bake. * Starting to learn rigging. I really want a rig like this…
Now that we all made up and hugged it out ... I really am going to give the talented guys at Irrational the benefit of the doubt on this one. What I enjoyed immensely about Bioshock1 and 2 is the story telling... The unraveling of the history of the place through the carefully constructed environments, character voice…
eloo, yeah I think the model and the texture on the feet is just a bit vague. What are the feet, I can really tell. He needs nails or something to define them more. The same goes the the hands texture, just needs a bit more contrast I think. Looking at your own crits about the model, I actually really like the colour…
Hey man the scene is coming along. I few things wanted to point out. I looks like some of your bolts are ob-longed shaped. This is due to your low poly uvs not being uniformed. Make sure you get good bevels on your highpoly objects. Right now vertical bands on your furnace are barley reading and once you put a diffused…
Someone that went through that course posted a video of the rig that they built for it, there's a lot of joints indeed (only raw joints shown, controls are hidden): But even with this "mostly joints" type of rig he still makes use of corrective blendshapes. Taken from the course description: About FACS: -…