happy Holidays everyone! [ame=" https://www.youtube.com/watch?v=lXJXOFk5HPc"]SNOW MERCY on YouTube[/ame] Credits: Modeling, animation, visual effects and direction: Eric Narad Storyboard, character design and matte painting: Jared Meuser Character animation: Michael Valdez Music composition and sound effects: Scott…
Eric Chadwick , thank you so much. I was able to recreate it on my model using max's plugin from the link you sent. poopipe, huffer, that's interesting, are there more up/downsides to each technique? This seemed very good to improve my work. Thanks guys, I alredy learned a lot from you
@Eric, thanks man! Will know next time. Ok, so I made a few changes to him. I adjusted the eyes to match the ref more, also made the iris smaller (again). Tweaked the jaw/chin a little, and added some beard to cover up the mess :D Tell me what you think guys.
Tried different HDRI: Eric Ramberg No, no processing at all except in example above I had to up output value of Gloss map 12x times in 3ds Max! So, I think, Gloss map is where dev team should look. Same results in Photoshop I could achieve with Levels command/layer:
@Eric - that's how we did our road surfaces. Lofted shapes with the step function. It was crucial to have road angle and camber to be accurate to the GPS data for the tracks. So each time we had an elevation or camber change, a new cross section spline was created and mapped to that step of the loft spline. Very tedious,…
@Eric Chadwick thanks! i agree about the leg, i edited my last post. not sure what to do about the vest, really havent had a clear idea of the material, just thought about some generic syntethic material. i also think the shapes of the pillows should be more uniform. anyway thanks for the feedback!
Yeah, what Eric says. Most games that have decal bullet textures have a material flag for every object to define what surface type it is, and the relevant effect (and sound) is used. Some games even have a map so you can define multiple surface types per object, but that is a bit less common.
*wiping dust here with little updates* there is 3 artowrk i submit for ti5 merchandise section, 2 of them i had to find artist for collab to cut some time. :3 this one is with machinata this is my own original 1st edition here: http://agito666.deviantart.com/art/460-Heaven-and-Hell-390854392 this one is with Eric
I think something I did in the rendering caused that weird pinching in the corner, I was doing your cube method until I saw Eric mention that the reflect/refract adds the angular distortion. I was sleepy so I might have mashed methods together, I will try some more experiments this weekend!
Thanks guys, also @Eric Chadwick sorry, I didn't understood the question. I just realized I have another question: does my old workflow for normal maps using 3ds max still applies, meaning smoothing groups still have to match UV shells? Or baking technology advanced and that's not a thing anymore?