Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…
So what did you do to achieve the far right example? I see that the edges are jagged, but from the side you don't have wavy lines, which is what I'm after. All my examples / tests have the result of your middle cylinder.
Hey! Do you guys know what makes old graphics, old? Take a look at broodwar for example They are sprites made from 3d objects, but they have a unique look, maybe its the color limitation, maybe old render engines, what is it? Some more examples:
I would suggest NOT using an alpha blended surface for these. The texture is going to be filtered with distance, and the lower MIPS will be very blurry. It's generally better to just use pure opaque geometry. Include enough cross-sections to reduce long thin triangles, which can cause performance issues with some GPUs.…
Not that hard, if I understand you correctly. Here's a super-simple example, max 8 format. Uses a UDynaFlect deflector, which lets you choose arbitrary geometry. Replace the particle system and you're good to go. http://www.ericchadwick.com/examples/files/particles_filling_a_box.zip
I don't think that's an especially good example, i was just messing before going to bed ^^ You shouldn't look too much for complex examples and super large and impressive shading networks, some very basic effects can easily simulate a large range of materials :)
i saw some good hair examples from some of the entries in comicon challenge 2010, and the varga tut is a widely referenced method, but I think this topic needs exploring further by artist & engineers, or perhaps I just need more practice:) and another texture example I made with finer hairs
Update: By trial and error I have found precise formula for Height Adjust filter Multiply slider: square root of the multiplier between two Texel Densities For example suppose we have Td = 4 and Td = 15, thus 15 / 4 = 3.75 and now the square root of 3.75 = 1.936 so to obtain equal height magnitude between two Td = 4 and Td…
Make the meshes contiguous, as much as possible, this will reduce headaches later when binding the vertices to the bones (skinning). For example, take a look at how the shirt transitions to the pants, or the pants to the shoes. Street Cop by Mashru Mishu. More examples here http://wiki.polycount.com/wiki/BodyTopology
Put her image behind your model, and adjust proprtions until they match. Your hands are pretty small for example. Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.