This was one of the things I was hoping to incorporate into a "super curve tools" pack. That and spacing arbitrary objects along a curve at specific distances or specific counts. Maya's default tools allow you to do this, but the workflow is so stupid, slow and disconnected that it feels painful to try and set something up…
I actually prefer your old color scheme more than the new one. The old one, although needs tweaking, gave off a better arcade feel. Most likely because the colors on the main character followed the Red,Blue,Green buttons on her arm piece, with a splash of yellow, similar to Arcade Sona. With your new one, those three…
Hey Dylan, you're right I should be more grateful that I have a parent that can support me :) ! When i turned up at the studios I handed in my application inside a wooden box full of tea with the companys logo on, for the whole part it went down well. A little development. Since posting this thread I've been invited for an…
I did! The Microsoft Natural 4000 too. Seriously, I've even rehabilited my mother's wrist problems - which have been around for many years - in a couple of weeks with a Powerball. About 30s using it once every two or three days and suddenly she never wears wrists braces anymore or even thinks about wrist pain or…
Hi Dan, Well first off you don't need to show us two hands you can just model and show us progress on one. If you need two you can always duplicate and mirror one. As for your hands the basic shape is there but the proportions and positioning are off. You need to bring the thumb down its riding up too high on your index…
Looks like I'm done. The two screenshots below show the same decal before and after implementing multi opacity. In the first image opacity is 1 for the whole material. That's how it looks when the opacity pin is just left alone. The second image shows multi oacity applied, providing different opacity values for each…
Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
Yeah, the first image probably shows a two-channel (red green) normal map. There are some compression formats that provide better quality for normal maps (higher bit-depth) without making the file size too big. The blue channel is reconstructed in the shader.
After 5 months of hard work, I have finally finished my HD remake of the Glavenus Greatsword from Monster Hunter Generations. This is the first weapon model I have ever finished. I also have used this model for a mod for the PC version of Monster Hunter World Iceborne which you can now download from the MHW nexus. The…
So im wondering, is this something i do inside of substance or something i would do in a renderer or games engine, lets say im making it want to look abit like a light saber from Faller Order example below. What would one have too do to get an effect like this too save out as Emisive maps for Marmoset im using a PBR based…