you have a great design there. really nice work. you have a really cool design with the collapseable stock in the back. while used for a game it wouldn't be visable while in first person, it would be noticable that the but of the stock is too small if visable on the ground or in another players hands. the back stock design…
OOOOOOOOLLLLLLDDDDD stuff Bebop from TMNT Leatherhead from TMNT a... crocodile? a VERY simple concept YEAH STREETFIGHTER GUY YEAH STARLORD Demon guy Peace... probably inspired by Mr.Lebowski aaaaaaaaaaannnnnd I'm done for now!
The problem seems to stem from the Inactive Subtool Dimming, which lets you better identify the currently active subtool by darkening the rest. It may be the specific dim value itself (I find increasing it to 0.9 seems to show a result closer to final), or the dimming in general just may be interfering with zbrush being…
@MrOneTwo Really thanks for informing about that,will definitely use it. @WarrenMarshall well really glad If you can script the number 3,then you'll be my hero :) Another strength of modo is the scripts,I can't really think that without them.There's many many scripts for modo and it's really nice to modify the ui or create…
Thanks everyone for taking time to answer :) Mr.Bean: Thats my current workflow as i wrote in my post :) Vig: Alchemy is a realy cool program with fun features, completly agree that it would be perfect if the painting was more like photoshop. I understand that photoshop would get confused when trying to content aware fill…
You should take a look at F.A.C.S., it scrutinises each muscle in the face and the corresponding change in expression: - http://www.cs.cmu.edu/afs/cs/project/face/www/facs.htm (earlier version, includes images) - https://en.wikipedia.org/wiki/Facial_Action_Coding_System The book "Human Anatomy for Artists: The Elements of…
Thank you Flairtj and @ mrnunez:wow Good luck dude, looking forward for your version.:) Oh Btw Decided to him a Master Splinter skin. So lets see how that goes.To start the thread ,here is a big Hello :-)
Hey, SPYFF! Спасибо :) mr_ace, well I wanna see how low I can go in terms of poly count and get away with a decent normal map bake. For me it's a learning process, I'm still new to normalmap generation from high poly models. I always can go back and add more polys to it :)
Yep. Then in Render To Texture, there will be a new output type, I think it's called MR:AO or something similar. Laurens Corijn goes over some of the different methods of baking AO. http://www.laurenscorijn.com/articles/ambient-occlusion-baking Personally I lean toward VRay Dirt, if you have access to VRay. If I don't have…
If you're planning to render with mental ray you can get convincing outdoor lighting set up pretty quickly/simply by using the Physical Sun and Sky stuff. This tutorial covers a lot of the tricks/gotchas of getting it set up: http://wiki.bk.tudelft.nl/toi-pedia/MR_Using_the_Physical_Sun_and_Sky_environment It totally…