now all you need is some nubile scantily clad wimen surrounding him.....nice work - pity the low poly shows up when you pose - maybe 'slighty' edit the mesh in max w/ preserve uv's on (or off i'm not sure witch) and get those vertices in the right spots for deformation (especially the fingers) - - unleessss he's a…
buut if you really want to do it in mental ray add a lens shader in the render settings, you can add one called glare and it'll glow everything out that's brighter than 1. here are some tuts w/ glare http://masteringmentalray.surpass.nl/content/view/36/10/ http://masteringmentalray.surpass.nl/content/view/22/10/…
im totally going to buy a sewing machine and make a boob outfit and sell them. It'll be like sloves for boobs. could call it a Boobirt, or tirt. those shots look great! Mitsurugi's back is a little odd in some of those shots, but xionhwa/crybabychick or however you spell her name looks awesome! edit:…
To enable post processing and bloom you'll need to create a post processing volume. Once thats done you can control the intensity. Have a look at the levels and locate the post processing volume, double click and the menus will come up. As scott W said, the criteria that is mostly affected are the emissive maps and…
About baking, it actually is baked. The renders are w/o any sort of shadows or lighting used. I typically bake a plain white texture, tweak it and use it as a new layer in photoshop. I usually use it only at partial opacity (70%) since any more than that and it seems to have really dark shadows ingame. Thanks for the link…
Hello, my name is Richard Goodmon and I'm currently looking for animation work, either full time or part time. I'm confident animating in Maya and Blender, and am able to rig basic characters in Maya if necessary. I live in New Zealand, hoping time zones won't be an issue. Here is a link to my showreel;…
Day 10, real ref day! I'll sculpt this lady today :] Started up at around 10:25pm! at 11:20, i took a two minutes break before putting down the final touches, and being done at 11:25, meaning this took exactly one hour. Phew! Here's the result :D Now, while I did get the facial features super close in front view (I…
This is probably something most people already do, but in offsetting UVs for a bake this morning and I realized that a volume select modifier could make that a lot easier. Process is scriptable (using a UV xform modifier instead of an unwrap), but I haven't got there yet. Handy if you've been doing pieces w/ box select /…
Hi, I'm stuck.. I painted a grayscale height map texture on a character (like muscles) and converted this grayscale texture to normals. The problem is when I do it by converting b/w texture to Normals with NDo I get terrible Seams on UV islands.. I marked the area on uv layout where those parts meet. Pls help. I tried…
Hi, I'm stuck.. I painted a grayscale height map texture on a character (like muscles) and converted this grayscale texture to normals. The problem is when I do it by converting b/w texture to Normals with NDo I get terrible Seams on UV islands.. I marked the area on uv layout where those parts meet. Pls help. I tried…