welllll, the fact that i get paid to write mel scripts and shaders helps make it a bit more fun for sure:) the thing that makes it fun for me tho is mainly that im not that good of an artist, so being able to write a shader is much more intuitive to me than say painting a texture for example. also once i really learned mel…
what he means is the performance tab in the task manager. gives you a meter on the left hand side as to what the current memory consumption is. it would also be beneficial to look in the processes tab and take note of the current memory consumption state before you render, which would just be the program running at it's…
the geometry is messy, I'm not sure why you spaced them out the way you did. there are three loops together on his belly, and the spacing of the loops seems kind of random. i would space them out evenly so they deform properly, since they don't' seem to be providing any detail. this can't walk like an aligator or kimodo,…
Hey man, looking good so far, could you let me know some info about this, got a few questions as I myself was going to use mega-scans in some capacity for my project. 1. Are you doing any creation work from scratch or using everything available in MegaScans and mixing it together to form new creations? 2. What do you think…
Hey this looks great. Love the coloring and palette. Compositionally it could use more of a focus. My eye darts around and can't seem to find a place to rest. Various parts are all kind of the same contrast/brightness/saturation. There's also an issue with the background pattern. It doesn't help the eye flow to what's…
Have you tried using the 3d layer as a clipping mask and treating the layers as a projection, merging down to the 3d model when its complete? 3d painting on a model in photoshop does not use the PSD where the 3d Layer is for the texture. The texture is a separate temp file, that has nothing to do with the PSD where the 3d…
Thanks for the feedback guys. I'll try to reconstruct the landing legs to match the concept better. I had initially tried, but ended up with super bulky mechanical legs that didn't seem feasible, but if you guys think it is more interesting than the cobra / huey legs then I will change it. I see what you're taling about…
still quite a few things left to do and tweak up before I can start on the low poly...so close and so far away! Arm/Leg length I think has been fixed...also I think i fixed the scale on his head and it should be proportionate and accurate. I'm questioning the thickness of his chest-to-waist-to-hips, will be messing around…
You have two problems: adding a new piece of geometry to already rigged, vertex weighted and animated model is first one. Correct export of animation is second one. For the second one, Eric pointed you right. For the first one, attach new piece of geometry (pants) to already animated original model that is in it's 'Rest'…
Thanks for all the comments guys. I see what you mean about the legs, its hard to judge the length since they are telescopic and seem to change depending on what pose he is in. I went in and added a bit more length to them though, as well as beefing up his shoulders and arms to give a more interesting shape. Gallows -…