Hey guys, Thanks for all the feedback I have added your suggestions to my list of improvements, most of which are similar, which is great :D somebody has also offered to create some music and sound effects for me when I have made the improvements that I want to make. I realised yesterday that I hadn't actually shared with…
You can decimate them before scattering. it's more logical. Once scattered you turn them into true mesh and subtool and then export as usual. There is also a pretty old quick approach of having midpoly baked into single displacement texture with all UV patches oriented accordingly with as equal texel size as possible .…
Hello Everyone, I have received so much feedback and I am very grateful and humble. Thanks, it is definitely alot more artistic than the usual scripting and level design I usually have dealt with but still very interesting. I think to set things clear besides for a bump map (not the best one mind you) set on the materials,…
Paul68Rageous: Sure, and thanks :)https://dl.dropbox.com/u/251256/Fasthawk/Fasthawk.zip If anyone else wants to take a look, feel free to do so. Farfare: I have just tried Handplane, not sure if I'm using it right but I get literally the same normal map. What I did: 1) Went back to 3dsmax and bake object space normal with…
Bad face/ head anatomy. Major warpage going on particularly how far you've set her left eye. The neck looks cartoonish. No throat. The way you angled her head...I think her ear would be positioned lower (which makes me guess you didn't use ref ). Look at actual photos with similar head angle to camera or viewer…
@jaker3278 - awesome, thanks for introducing me to Tim. I will download a trial of substance to try for sure. I'm using 3ds max to model (oh how i wish i could use sketchup haha!) I was always confused about Marmoset - why do people learn Marmoset if ultimately their stuff is going to be rendered in a game engine like…
Thanks everybody. ScudzAlmighty - You're right, im using the normal plus the occlusion map for the "texture" to do a lot of the work. *I really am not sure how to texture this!* also i threw in a maya cloth texture in the specular attribute, which you can see in the bust. Oniram - you're right. i added a few cameras with…
This is how I do it. I use maya though, but I'm sure it's not that different in the other application. I create a Blinn material (not sure what the equivalent materials are called in the other apps) with a very low Eccentricity and high Specular Roll Off, and the colour is mid-grey (default in Maya). I render 3 different…
http://dl.dropbox.com/u/70664082/Previewfinal2.mov Did the post infinite pre infinite and adjusted the tangents accordingly for all controllers. Also edited the animation on both feet joints and made sure they cycled correctly. You'll notice the secondary movement on his loin cloth. if that's what you call it. I think it…
No normal map need? But I don't understand one thing. I never did normal map before, but diffuse and normal don't have same goal, isn't it? For exemple Diffuse give life to 3D (sorry this is hard to explain with my english <_<) and normal map is for light render with adding relief on polygon? No? I'm false in explication?…