well, i've been toying around with Brekel for Kinect and it's awesome and very clean if you prepare the room a little (in general, check for the floor IR-reflectivity and try to avoid a noisy background (noisy in terms of materials and depth). on the topic of iPi Soft - last time i worked with that it didn't do realtime…
this When i model this, i model it thinking to have a possibility to work on dectails with texturing So i leave many object "free", so i can focus on a single objets working on text dectails. SO with a unique material i can work on unique UV. BUT i miss the Substance Painter workflow (first time), and my work is still…
DEAR SIRS STOP WITHIN A FORTNIGHT BY PIGEON YOU WILL RECEIVE A MIMEOGRAPH STOP THE MIMEOGRAPH IS OF MY WORK IN VIDEO STOP DEAR SIRS STOP RAN OUT OF MONEY FOR TELEGRAPH STOP THE MIMEOGRAPH IS OF MY WORK IN VIDEOGAMES STOP INTERESTED IN PROVIDING LABOR IN EXCHANGE FOR SCRIP STOP DEAR SIRS STOP OUT OF MONEY AGAIN STOP…
- can you turn off double sided polys and than post highres close ups of the seam!? it looks soft to me in this pic as if the error was within the texture and not just mayas display also what does the actual lightmap look like why didnt you post it ? and if you bake occlusion what does that look like post please !? need…
A good start, some shaded wires would made feedback a little easer. At the moment, the stock is in the greatest need of some TLC. Using turbosmooth will very quickly eating away at your poly limit, especially with support edges which is what you need because at the moment the edges on the stock are too soft. You also have…
Hey rooster The banners idea looks great ! About my texture, Since I'm not a big boss in Zbrush, I juste work the edge of my stone block into and I put a soft noise on the surface. Nothing more. The little rocks you are talking about where added directly in photoshop from a photo (faster and easier for me) and I generate…
Looking good! I like that blue light hitting the left side of her face but I feel maybe a soft fill light hitting her right side could help make some of those details pop. I think getting a very slight highlight on the edge of the right side of the collar might be nice. I like the mood that is happening, though, nice job!
This took me ages to work out too! in the material editor, by the opacity setting there is an opacity value you can switch between Alpha Blend and Alpha Test. alpha blend produces soft and semi transparent results, you pretty much jack the slider up until you get something you like. (…
I suggest modeling out everything high poly then retopologize to bake. pants, belts, shoes, all need to be modeled correctly to start off. your forms are coming off as blobby and not definitive. look for references on folds and creases on pants. theyre showing up as too soft and doesnt really have much gravity to them. the…
Particles are actually the best way to do smoke in low-poly. The caveats are: it can be slow to render in real-time (lots of overdraw), you may have sorting errors if the particles aren't rendered correctly (back to front!), and there will be hard intersections with other meshes (games use soft particle rendering to solve…