Lovely work and great atmosphere. I particularly like the water shader work and the glossy/ gel-y waterfalls. The foliage is looking nice too. Overall very cohesive and polished. Good job!
You would need to expose the X and Y parameters separately in the shader settings. That can be done by editing the shader files in C:\Program Files\Allegorithmic\Substance Designer\resources\view3d\shaders
I modified some script I found that offsets all layers, to offset by half the image dimensions in X and Y, and just set those to hotkeys, but the zBrush tilde method would be awesome.
agreed with progg kinda a marble-y feel but without the colors of a marble, roughen up the edges anyways you would be hard pressed to find bricks with that tight of an edge given the depth of the bevel.
sweet. Iam in my junior y@ in Portland. A good friend of mine just transferred to san deigo to finish her BFA in accessories&design. Ive heard Good things about sanD.
I work in the perspective viewport but I would slide vertices over the X, Y and Z axis separate in order to allight a vertex on an edge. But that's all in the past now with edge constraint enabled
thats pretty cool he seems kinda dry, and plastic-y skin. otherwise i dig put some more sweat stains, blood, and dirt on his clothes! he's an ANNNIIIMMAAALLL.
Hi, I find it a challenge to uniform scale x,y,z with mouse right click and move. Is there a key press so I can have a finer amount of incremental control over the amount I scale?
SNAKE ! SNAKE! FU! 1400 poly with the 2 guns (+ half of one on is tight) and the boxee Ill finish the mesh and paint it SOOON. maybe ill do progress shot in here. YUS oh and tiny feet=win Y U S b1ll
best to make your own thread and show progress of your model as you are working on it, and at each stage of the process try to get tips before you start, and then get critiques after you finish. For tips before you start you should mention your goal for the stage, how you plan to accomplish it, and then ask for feedback…