Did some quick blockouts for different loadouts for the train. Maybe I will also add them as props to the scene (besides on the train). Next parts to finish will be the generator and the lights (have to find a final form for them first^^).
playing around with more complex lighting setups in Marmoset Co, their tools are pretty slick, did a base pass on the clothing, just a quick rough out in dDo. Too dark I think, still playing around.
do the eyes of the couriers havea glowing effect? if so, how did you get it to show on the models? (I'm trying to add a glowing effect myself, but wasn't sure which channel to put it under in the mask map)
Yes that's right, I did not mean to add flat colors that way. And Dilation works like that! I didn't know this. Then this would be better. I also liked the output of "Solidify." Will try both and pick the best one.
Why did you post this? Don't reply with meaningless posts. A post like this is annoying, because it doesn't add anything to the topic. Please read the forum rules: Sticky: Information about Polycount & New member introductions
Made some changes *Put ammo pockets, gotta put the ammo somewhere *I noticed he was unprotected around the neck so I did some modifications. *Here are some helmet add-ons and their varieties.
I did... But it wasn't very helpful. My guess is it's pretty common to most ppl that no one bothers to explain it. My understanding; upload GIF to imgur. When copy link, just add v at the end. Done.
Btw if I was to rig and find out that the eyelids need more poly edge loops, and I already did the UV mapping Can I go in and add some edge loops without affecting the UV map?
Hi, you did a magnificient job! I love the attention to detail and textures blend very good. Nothing to add from me, could you show me some naked pictures of that cabin? for science, of course.
I wouldn't mark as hard the edges in that outside corner, instead it would work better if you add another subdivision and make it more round, like I did here: don't mind the n-gons ;P