I did implement that and I now have the issue of screen/mouse calibration. When the mouse leaves the screen, it resets the value. Using the axis ("mouse Y")... Should I use the origin of Input.mousePosition.y against the screenHeight? edit: Wow I'm retarded... can easily set the mouse co-ordinate back to screen boundary if…
Pretty crazy news. The rumor about the layoffs that were supposed to happen last week never happened (as far as I know), and this seems a lot more "rumor-y" than that. Not like this sort of thing is unheard of, but I would be genuinely suprised. It's really not a combination of companies that instantly makes sense. I guess…
Age isn't much an issue. If your work's good enough, you can get a job. The bigger issue is "I only want to model X or Y" because that makes you less useful. Your work doesn't look too bad, but without wireframes, texturesheets, and only two lowres screenshots it's kinda hard to judge.
If you don't want to deal with MEL script or special plugins just for moving shells around, you can just use the input line at the top of the window. Just make sure it's set to Relative and X/Y will control up/down/left/right shell positioning. Moving it by 1 will shift everything 1 full tile.
as magic sugar said, might be useful if you want to work as trainer, for giving workshops and speeches, or outside film and games. If it's one of those "you have to renew it for a fuckton of dollars every year" scam-y things, I'd skip it. It just makes you look like you have no clue what to do with your money.
Dammit Donald! That specter is asskickingly good. I'm glad I didn't do a specter this month xD Frosty, your normal green channel in that render looks inverted. Try flipping y to fix it. If I have time I'ma make my KOTL set I've been dreaming about for the past 2 months :3
Is that just the base layer of hair? Or are you done? What is that in his nose? I feel you could have another look at the colour palette used around his eyes. There is not enough colour variance at the moment, and it makes it look very plastic-y. I do like the grey textures for the hair cards you've got going :)
@Murphz thanks im pretty new to this i re-did the uv to be 1 island and i also figured out taht weird inset seam wasn't a seam i just needed to set xnormal to invert the y channel. later on i will post the new UV layout and the bake results to get some more suggestions.
a friend of mine, who works with me on a gameengine, is quite a wiki fan, and has set up many, I am sure he would do it, since he is also a coder/art mix. sorry for the sidetracking of the original thread btw the Y -/+ thing very likely is right handed vs left handed coordinate systems
Oh, and on the topic of specularity. If you compare your renders with the reference, look at how thin the highlight is in the photo, versus how wide you have it on your model. If you do plan on keeping some of it shiny, bring up the glossiness value on your material, it will help sharpen the highlights and make it look…