very unrealistic check some refs and work off of bodybuilder faces like Branch Warren for example [angry face] also way too uniform and blobby facial features
Here is the example of baking fur to the flat surface. [img][/img] [img][/img] [img][/img] Sorry just got instruction that I shouldn't show those images yet.
Thanks, im running a similar set-up but with spotlights outside each window mimicking the set-up found in the arch vis example. Seems to work ok for the time being.
The problem is the issues it might get with privacy laws in other countries then the US, because for example if they actually collect email content, that is a huge issue for any company, and sounds really bad.
Its a one handed keyboard of sorts, geared for gaming but also popular with some artist. Here is an example of one such product: http://www.razerzone.com/gaming-keyboards-keypads/razer-orbweaver
Add more geometry to the objects you're using fusion on. Especially the cutter. If you look at the example objects that come with mf you'll see they try to maintain an even distribution of geometry.
You should ask the university that holds the program about this. I think it varies between different universities and I'm not sure about the rules these days(My example is from 2001).
well maybe not Maya as an example... unless u know something interesting about how aggressively they are going to continue to fold mudbox and sculpting performance in future versions of Maya or MayaLT?
Thanks for the informative example this will help a lot . I will investigate how I can implement this in UE4 after I have finished blocking out the various stores and placements in the scene.