Eventually found some time to get these shots rendred off...Im getting forgetful in my old age!!! Textured model And a few little morph target tests Still working on rigging him up which should be done soon.
Thank you for taking your time to comment, I hope this will get me closer to target. I darkened the red channel on the diffuse, and just slightly darkened the other channels. I darkened the specular somewhat too. Previously images updated.
Have you tried with a camera? you can change the clipping manually and change the lens to zoom in, well that's how i usually do it. Just make sure the cam's target is centered on your object or you'll have wacky camera control.
Much better neck. I'm really liking it now. It's up to you, but if you are targeting like he was in the movie, you should add some cross hatching lines on the horns, to show how he grinds them down all the time
"at the moment I'm doing research on real time 3d web engines targeted at interactive architectural visualization" Decidedly leaning toward low-end product viz but I think still worth a look, although a bit pricey for a commercial license: blend4web - https://www.blend4web.com/en/
I am using Max 9....I made a model from a couple of different meshes and attached them all together, I made copies of like the arm and the leg and want to weld the verts together along the seams....but I am unable to weld or target weld....anu ideas?
Firaxis Games is looking for an experienced Unreal Level Designer for a short contract at our Baltimore Studio, where we are developing a killer game with the Unreal Engine, targeting PC, Xbox and PS3. Qualified candidates contact recruiting[at]firaxis[dot]com. For more information, see firaxis.com
I'm very new to modelling and I saw this post: http://www.polycount.com/forum/showthread.php?t=146928 and wanted to do my own blade. I've never done any baking or normal mapping, so I'm going to skip that bit. Wish me luck! this is my target.
Firaxis Games is looking for an experienced Unreal Level Artist for a short contract at our Baltimore Studio, where we are developing a killer game with the Unreal Engine, targeting PC, Xbox and PS3. Qualified candidates contact recruiting[at]firaxis[dot]com. For more information, see firaxis.com
Arnold's RTT works like any other Baker, you just need to provide it with a target mesh As long as the map defines a direction vector you'll be able to use it for anisotropic highlights in some way. The nature of the map will be determined by the shader you're using.