welcome polycounters , this is Genral question about those opration systems , i not sure if the old Asrock G31 DDR2 moterbord with old cpu Core2Dual(E5800) or Core2Quad (6600) ....and GT640 and 4GB of 400MHZ and nividia card is good hardware resorce for windows , i used to use the same motherbord back in 2009 via windows…
Stylized Face, with Lithuanian lipsync test More images at : https://www.artstation.com/artwork/N5OAED Skills: with animation: https://cdn-animation.artstation.com/p/video_sources/000/013/810/video-3d-character.mp4 3D Modelling \ Sculpting - from Hard Surface to Organic models. UV Mapping: for games, movies, ads.…
Working at pinewood studios - a real big movie studio - seeing the 007 hall/hangar thing right next to where I worked. I also saw Tim Burton's parking space (had his name on it) but I didn't meet the man himself. Guess I could have camped where he would park his car? hehe First time seeing my name on the credits on TV :)…
thanks so much for the feedback, I actually stopped with that character and had been focusing on learning anatomy. Did Scott Eatons anatomy course and purchased the book "Anatomy for the artist" by Stephen peck.. I feel I have a better grasp on anatomy now. Your explanation is fine :) I would like to know how to get that…
That's what I thought too, so it makes me wonder if most people are using the refraction terms in the wrong way under shaders. Here is the term I'm using currently: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509640%28v=vs.85%29.aspx I followed this tutorial.…
Here are two new ground textures. Breakdown of how i made them will be posted later. When I set these up with the landscape shader I will do some tweaking and then move on. If I get some feedback on the ground textures or shader I will correct that also. Moss Texture I did the moss in 3ds Max using a Hair and Fur modifier.…
The proportions are well off - while the height is reasonable at ~8 heads, the mesh gets progressively broader from the head to the feet. The shoulders are narrow (1.6 vs 2 heads wide), but the hips are too thick (1.8 heads vs. 1.5) and the thighs, calves, and feet remain too thick. While I realize the proportions are for…
I've been giving the trial a shot and am strongly considering buying this. One thing has been giving me trouble though - I can't get Substance Painter to respond properly to pressure on my Wacom tablet. I made sure the little buttons next to Size and Flow were set properly (they were by default) and my tablet is working…
The proportions actually seem spot on, the only thing that's off are the hands. I still think he might look a bit too ripped around his tummy area. The only "realistic" way I know of how to make large hands look good on a humanoid is to make the humanoid taller by making his head smaller. Look at the 9 head guy to the far…
hey agentfx.. well i have spent alot of time and rewrote the straighten uv.. the older version worked really well on interior uvs only. the updated version works better on all uv's. ill be updating this soon. The Ninja Mapping automates alot of mapping tasks. creating a planar projection.. then rotating it.. scalingi it ..…