In my opinion I think you should leave it as a mask I think it brings more character but that choice is totally up to you. The which doctor face looks like its coming along. If you're going with the mask look change up the nose, make it look more skeleton like. But overall it looks great. Keep it up! If you don't mind,…
I'm pretty sure that you have to do something in 3D Max in order to get shaders like Alpha masking working in the viewport. I don't think they will just show up by default. Have you tried rendering it out? Also, there are probably specific material settings that you will have to enable before the alpha map will work. I…
I haven't used the new mudbox yet, but you could probably maskout her hand. Then, invert that mask to mask everything but her hand, and then scale that up. As far as the model goes...it looks like she is currently missing her skeleton. I would look at some reference of the human skeleton, and see where the boney landmarks…
i like the gas mask dude, you can cut down on some poly's on the arms and especially the tubes going from his mouth and extruding out of his torso. the skull and gas mask guy have a nice mesh flow compared to your last image of the really huge guy with balls...everywhere...it looks like you understand the torso more than…
Been working on a galleon: It currently consists of five different texture files, mostly 256x256 and 512x512 but the main one for the deck and body of the ship is 2048x1024 (probably will get downsized to 1024x512). I'm estimating somewhere between 20 and 25 thousand tris for the finished product (hopefully closer to 20).…
Hi ALL Its been a while since I have posted my personal work in forums. In this past 2 yrs a lot happened to me - I changed job , I have become proud father , I shifted from outsourcing job to in-house IP production I shifted from console to online/mobile. All this changes means a lot to me and has radically changed my…
thanks everyone! David Wakelin: tnx man, live painting is done by painting vertex colors on the model. each channel ( in this case, r and g ) acts like a black/white mask in the shader's interpolation node. i usually add a few more tricks to make it less linear, mosty by adding or subrstracting that mask with any channel…
Since working on my last scene I've decided to go back to the basics and attempt to learn some of the software and techniques a bit more thoroughly. I've started with a small Mudbox plane sculpt and took it into world machine for more detail. This was a simple terrain I made, to get a grasp on texturing masks. My question…
Yeah, the trick is to make unique/non-tiled textures is to combine them in the material. It doesn't have to be extreme, for example a brick wall (1x1) with another grime texture masked over it (1.43x1.43) can break up the uniformity of the tiling. Other effects such as using masking to do color/brightness variations helps…
Hi there ^^ I'm actually working on the "tileable" textures which will be blend thanks to "masks" for the "Ground" : >All made with Zbrush using the tileable process with offset and starting from a plan in 50/50. > "Diffuse" has been made by compositing severals "render" from Zbrush with differents "MatCap" and "blend mod"…