Looks good. The place where the water fall meets the ground, the tiling of the brick seems to not match up with the water catcher. maybe some grass could cover up the seam. But u are definitely just tweaking what is already pretty solid Oh sand decals and weeds could really add to the realism of the scene
When your scene gets really full up with materials in Maya in the Hypershade, If you double click on the material you want to edit, it will often open the one next to it instead, as Maya gets confused by some kind of delay in loading all the mats. It's pretty infuriating. The workaround is to drag it into the workspace…
Hi Earthquake! Sorry for the delay. You are correct, in the first instance it was a bake project. On further inspection it was,... everything. Opening the app then a couple of clicks then crash. I installed 4.05 on my C drive and did a test bake with it which worked well. However upon reopening the app and file it crashed…
https://imgur.com/Z08Ik1l Muscle-Based Rigging solution in real-time within a free software (Daz in this case) for posing and animating. I do not use Maya muscle, or Ziva, or any other plug-in. No blendshapes, or special coding. Just basic rigging using decade old technologies.
Long time no post (been busy) but after some fiddling around in Photoshop I'm almost done with this beast :) Gonna change the texture on the cannon a bit and add some decals, but other than that it's as good as done :) Now it's on to some environmental probs to fill up the scene a little bit.
thanks a lot pal, i will deifnately do a full anatomical sculpt of someone super detailed. also i will carry on with my johana hex project and do more detai lpal, ill lok into what you say man promise! i really apreciate your advice!
A great start here. I would say breaking up the building and the ground with some grime/dirt decals, not to harsh but enough the break up the bricks and the ground. and like kaburan said the overall model looks good i would chamfer those edges though. Lookin good :)
Most mobile games avoid dynamic shadowing altogether as being too expensive. Blob shadows instead (alpha blended decals). @RyanB has been posting some great optimization tips in the Unity section. For example: http://polycount.com/discussion/182384/lighting-for-mobile-in-unity-optimization
Sectaurs, your example helped me alot. I would love to reproduce such textures, but I think that I need a few more decades of practise to create such great art. In the meantime I have created this: It is not finished yet, but the stylized direction should be clear. C&C are welcome.
Today I was checking up on a thread for new comments since I posted a little video tutorial yesterday and it has completely vanished, the thread was even on the front page yesterday. http://polycount.com/discussion/160770/normals-from-edgeloop-s-script-for-those-lovely-edge-decals