XD...I actually hand painted the shoulder thing too.I should try and make it look more natural though.....and yeah, I was looking at that cloth thing on the arm, I have been trying to figure out what to do with it. I was thinking of giving it a medium brown somewhat soft look if possible.
Well velvet curtains don't really have much of a diffuse, except for the little pieces of fuzz that are attached to the fabric.All you should need is a simple red texture,some fresnel,soft gloss,and a sparkly-ish specular map.For a normal map,you could use something just for micro details and bumps.
edge split modifier, it allows you to have hard and soft edges in blender, throw the modifer on the stack, check off marked edges and uncheck angle. Than start makeing edges selections and hitting control+e and selecting mark sharp. or us a script to marke all your UV seams as sharp.
You didn't quite nail the feel of the concept. There's this planar feel to the folds and fur that you didn't seem to keep in the final render or sculpt. It feels more mushy and soft in your sculpt. The nose is not defined. The eyes are not wide and large like it is in the concept. The legs do not feel chunky and buxom like…
The screw seems to be formed from a coiled cylinder rather than an actual thread. The thread profile should be similar to one of these: producing a result like: Finally, are you certain the screws should be tapered? That's more typical of screws used to bite into soft materials like wood than for connecting two pieces of…
Llama, I think you mean object space. Tangent space is the widely used version. Object space can still be used on things that don't have any soft deformation with proper engine support, but the need for all surfaces on a mesh to be uniquely unwrapped makes it less appealing for typical game assets.
check out: http://www.sidefx.com/index.php?option=com_content&task=view&Itemid=322&id=1482 the same can be done in max with the cloth modifier in which you can define as well different material types (not just cloth) and make soft vertex selections to define unaffected or different material behavior.
Scoobz design = WIN! Its very soft and nice to look at. IMO the old designs have always been little rough and harsh on the eye, i even use some pastel blue forum design because the default is very hard on my eyes. But then again maybe im not hard core enough.
nice! i always had a soft spot for the post apocalyptic. i agree with gauss and others, the jet engine oughta be brought down and 'squish' the car and its suspension a bit. should give a sense of rediculous weight and power to it. and i must add--your avatar.. it's strangely(disturbingly?) mesmerizing o. o
Hi, I'm currently editing a blendshape in Maya. What is weird is whenever I move a vertice, it also move other vertices and I am not on A SOFT SELECTION MODE. It only happens on select vertices. You can see an illustration here: https://www.dropbox.com/s/w01ea4d9hokflv1/MYA064_inconsistent_bShape.mp4?dl=0 First vertice is…