This looks like a good start. You could take a look at John Warner's mini-tutorial here: http://boards.polycount.net/showflat.php?Cat=0&Number=58365&an=0&page=4#58365 That shows some techniques for creating good mesh flow around the pelvis area. If your torso, arm and leg models are all one single Editable Poly object, you…
This is neat. If I had a wish though (well not just any wish, say a wish I had to use on some photoshop thing) it would be for the 'pen pressure' in PS to be somehow modifiable. Difficult to explain but maybe like this: pressure 0-1 -> flow 50%-100% or.. pressure 0-1 -> angle 85-95 it would let me setup certain things that…
SP doesn't accept non-square textures so I don't know if you can use 2:1 UV's. You can change the aspect ratio in the unwrap editor in Max but you really don't have to. Just unwrap as normal, but across 2 adjacent UV tiles(vertical or horiz from/and including 0-1, whichever you prefer) When finished uniformly scale to half…
I believe ZacD is talking about using more than the 0 to 1 UV space. See my attached image. Normally you just use the 0 to 1 space, but if you want to use the same texture yet have better texel density, you can fill the other boxes (the other UV spaces, like -1,0) with shells and scale them larger. You have to be smart…
Well it good to level gloss textures before export so your using the full range of values in the image, but no. Levelling maxmizes the usage in the 0 to 1 range, the lerp let's me take data that is in 0 to 1, and represent a new range like say 15 to 80. Really your door is pretty much all metal so you could have it all as…
there are a few ways of doing it. you can start with a larger texture and have and are in the center be the size of the final texture. then bring in parts of the texture into separate layers. then blend those layers together. you can use a layer mask or eraser to get rid of seams and stuff like that. change the flow…
Overall this was well done. It seems like a really interesting architectural interior space. Super nit-picky critiques: at 0:32 you've got some really minor lightmass artifacts on your frames. at 0:42 the slight movement on the camera could be made a bit more noticable, right now it seems to be inching pixel by pixel, and…
absolutely. using add/multiply works like it does in photoshop (add being screen). so if you think of your textures as just numbered information.. taking an AO map (mix of black and white.. or 0-1), and add 1 to it.. it will become white.. or if u multiply it by 0, it will be come black. but now if you multiply your AO by…
Hmm. I wonder why nobody posted about this yet. We are all attempting to repair the broken face shading left on our preexisting faces when we average-smooth the geometry after chamfering. But what if the chamfer process was never actually allowed to modify any normals of your preexisting hard-edged geometry, and instead…
Congrats on the purchase! I personally find that the screen sits way too high and too deep on the desk when used with the default stand. The stand itself has fantastic features ... but still does not cut it in my opinion. Most of the artists I know working on one have it mounted on one of these guys :…