Halo 4's ingame facial animation system produces quite amazing results already. Can't wait to see what 343 can do on the new consoles... As for Weta scanning the actors, don't think it's much use for creatures... They shoot footage and photos, but I haven't heard or seen anything about scans. Same for Avatar. They did take…
GCMP thats interesting, I might have a look after work. I have 4x2gb and each is identical so I dont know wether there is any room for error there as all the slots are full...maybe I should just try taking out 2 and seeing how the pc handles with 4GB? heres my motherboard reviewed…
AdamBrome - I'm not sure yet if i'm going to give him hair like in the concept - I'll probably try to, and see how it looks. FatAssasin - Thanks I use 3 brazil omni lights; 1 to each side of his face and one to the front, with "indirect on" unticked, and "mult" set to 0.5 for each of them. In the render panel I've got…
Hey guys i am looking for anybody who can make realistic art similar to this https://cdna.artstation.com/p/assets/images/images/003/964/330/large/mario-wibisono-silversword-flavie-ex-web.jpg?1478983884 It will be paid and i also will request an NDA. If you or someone you know could please help me let me know Thank you,…
The snow is indeed basically a directional light with a hard cutoff (presumably if( world(normal).Z > 0.3 ) white else color ?) which looks really ugly in some caves... Try putting it in an indoor scene and testing it with some point lights. I think the channels might be swapped here but unsure. I presume Crazybump is…
Adjusted the emissive and added a few more crates. I used a multiply and constant node to multiply the emissives by 0.2 - 0.3. I also experimented with the emissive intensity in Substance Painter, but it seems no matter what that is set to it will appear as intense as ever. As of posting this reply, I realize I forgot to…
I'd like some more information about the way marmoset is interpreting the specular intensity and sharpness from textures. although it may be gamma corrected properly grey values in these textures does not seem to translate to any intuitive mid point in relation to the interface sliders. for example - grey in the rgb of the…
Specular Intensity slider, just below where you plugged in your spec map. Think of the spec map as deciding the relative spec intensities of your materials (ie. your metal is 3X stronger than your rubber, because it's at ~0.9 brightness while your rubber is ~0.3) and the slider determines the overall specular intensity…
New version out, 0.3 **Changes in v0.3 since v0.2** -Rimlight now uses Normal Map -Half-Lambert now uses Normal Map -Set diffuse color, affects even when a diffuse texture is loaded. -Reflections Gain -New Rim Lighting instead of old one which was more of a Back light. You can get the shader here (bottom of page).
Hell ya Flaagan, I have the x-140's as well. They are just pure awesome. Great sound, and cheap. Five of my friends and myself own them. [ame]http://www.amazon.com/Logitech-970264-0403-X-140-2-0-Speakers/dp/B000IF4788/ref=sr_1_5?ie=UTF8&s=electronics&qid=1256683478&sr=8-5[/ame]