It still feels very unnatural to me. If you look at the concept, alexs version, and real reference, rock formations have MUCH more solid support than that for the most part. Yours looks like it would not be able to exist IRL because of the thin support. Broaden both sides considerably and add more rock formations that flow…
There's an arnoldrendertotexture command with precisely fuck all documentation on either Arnold's website or in the maya docs. However, if you dig out the script for the standard Arnold rtt window you'll be able to trawl your way through various python files and work it out. I've not done a lot with it, mostly just wanted…
Thanks for the crit! Quite a few people have been telling me about that in 10K and IRL, haha. Will definitely change that! I'm a bit hesitant to completely scrap the legs though (tooting my own horn, but I kinda like the design route I took with it), so I'm gonna play around with scaling things around. Once again, thanks…
looks really good man, only crit is the hanging wire things dont seem to be sagging realistically. The variation in shapes you have is good but the distribution of edge loops seems a little random, they look a bit chunky, you could afford to put a few more loops in there to smooth out the arcs and get them hanging more…
Next update for Ira. Woked on cloth seams, folds block out and initial face block out. And some face close ups. I have more eperience with stylized character and faces so making a realistic one is really a challange. Faces are really hard and female faces are the hardest imho. It's still really bad, bad planes and…
As few dynamic lights as possible, because (generally) they slow down the rendering. https://udn.epicgames.com/Three/LightingArtistHome.html IIRC you'll bake most lights into lightmaps/shadowmaps using Lightmass, and use a few dynamic lights (Dominant Lights) for objects that move around, like characters and vehicles. I…
Not home right now but I figured I'd post something here. Theres been a couple changes to this model, but I thought I'd share anyhow :) Do you think I should sculpt the hair as is or paint it? Im not sure how to capture that cartoon style exactly! Then the eyes are quite...interesting as well. Need to do them…
looking pretty cool to me! I especially like the chair. However, on the arm, if there is that much wear and tear on the bot, the paint would be such a new bright color. Try de-saturating the yellow a good bit. I like you spec painting very much as well but try adding some color into your spec. The spec of everything IRL is…
http://www.overclock.net/t/1351418/xbit-intel-starts-production-of-next-generation-haswell I was just mentioning it in case he thinks he can wait. I recently started an AMD APU build but no one bothered to mention there were new chips dropping in March :poly136: which irks me, so just thought I'd give him a heads up.
I think that depends on the shader? If I'm not mistake, blue is neglected when you have a Normal map crossed with your Aniso map, so an extra blue will subdue/unnormalize value, unless you don't plan on using a Nrm? But if your shader is setup with the proper clamping and normalization for the crossing, then it won't…