Assignment for school, the face isn't very worked on yet - but I have until monday to finish this and an enviornment to go with it. Thinking about a run down alcoholic-ish pad (dirty mattress and stuff). Crits and stuff very wellcome. Cheers :)
Working on a Scene for a University assignment :). There are some errors I need to get around to fixing (paper and the wall sign being fully illuminated) and alot of the props need to be replaced with updated versions (such as the pipes/door)..so lots to do! The scene is rendered in the UDK.
Useless script fun #329 point cloud of cv's download here Usage: from a polyMesh selection(s) create a point cloud(s) ( control vertice cloud ) for reference each cloud is grouped and assigned it's own reference layer by executing this script: cly_pointCloud.mel
did you hand assign these vertex color values ? or did you bake them some how? if they are baked i demand you tell how ( max / maya ? mental ray ? ) i have been looking for a good global illumination vertex bake solution but couldn't figure out anything
Just a silly mocop I'm working on for a school assignment... the shader is absolute crap right now, if anyone knows of a good cell shading shader setup... please... tell me, because this is absolutely shizat what i have now (Its in unreal). Obviously there is no textures... only base colours, and really... the water wheel…
Ghostscape: That sure is a heavy ass truck! Looking neat. And yeah, the treads are a little weak. So heres what Ive been doing. A class assignment and DW practice. Im really looking for some critique, since I never get any critique Im getting a little desperate, so heres a link to my thread :)…
At lunch today I built a script in python that reads an image, and builds a bunch of cubes in max. so I got thinking, how it would be cool to be able to use photoshop as a 3d tile-map editor (like in oldschool RPG's and stuff). It reads the tile map, and a 4x1 index map and assigns tiles their corresponding tileset…
Hey Hal, if you're getting black edges from your normals and you're using smoothing groups on your low poly, then you might need to try splitting your UV shells according to the smoothing groups assigned to them. Check out this tutorial: http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Notice when each…