This is so rad! I love Ziggs :) The pose is very fun but a little difficult to read. Not seeing the shoulders makes it so his arms look like they're coming out of his chest or floating. Might be worth lifting his head so the arm he's landing on his more visible for readability. Looking forward to seeing updates!
At the moment I'm favoring the 3rd tail design and the bottom nose design. The rotors won't be like blades, they're just a big TRON disc floating on top of the chopper. I'm trying to incorporate some of the new costume design themes (angular chins and thin light-lines leading to circles) as well as the typical…
Wrinkle Map (sorry don't have a great face model/rig laying around): The attribute on the locator drives the value in the shader. In ShaderFX "Values nodes" (such as floats, colors, textures) have an option called "Input from Maya". When you enable this option, the value is exposed as a regular Maya Attribute in the…
I will participate too ! I made some quick block-out, and now I am on the high poly version of the main table/command board ! (Some geometry is floating on purpose, for the normal map bake. I never really used this before, it is a lot easier to make, but when I will get to AO bake it might be less fun...)
funshark & Ged, the way I read it BigJon needs to UV a bunch of separate objects into a single UV sheet (1 bitmap) but he needs to keep the original pivot orientations of the separate objects. Attaching kills the pivots. Max 2008 or 2009 would be the fastest and least painful way to do it, though the script might float…
That would be useful, and probably pretty easy to do with helper objects the "pick pivot" command and a simple floating UI. There might be a more advanced way to handle it to actually mimic other working pivots, but thats the easiest way I could see it being done. Honestly I'd settle for working pivot, working with things…
Pretty sure it actually is mist. What's weird about the lighting is that you seem to have highlights in the shadow. Two other crits: - you have loose floating leaves, and the leaves look obviously instanced/scaled (partially due to all of them aligning to the camera view?). -the contrast between materials feels too high.…
It'd be in both groups best interest to stay in contact, even if it takes 2 years to send stuff back and forth. And the eleventy billion dollars would be spent on paying people on this planet to mine, invent, and build that ship. Its not like the money is just floating away, its creating jobs. Throwing money at problems…
Some more progress, the weird thing floating in the air next to her is the parts of her hand. I'm still making a neater version of the hand built of separate subtools rather than a blobby hand sculpt out of a sphere like I currently have, plus I can make a couple of hand variations for poses.
Personal benefit, usually. Except if it's a larger dev team where the tasks are spread out more, and it's likely assets will be touched by multiple people. You should look into 3d paint options. 3D Coat might float your boat. Just for roughing in values. Then it's easier to do the finishing in PS once everything is marked…