So ummm, I've been working on that short film thing, and, here's the result. http://www.artofscottjonsson.com/FoDlowres.mov (save target as. its not web friendly. Its H.264. 55 megs or somethin) Here are a couple screen caps to look at while it downloads. My thoughts on my film (me whining): I reallllly bit off more than I…
Thanks adam. I think this goes back to what you were saying about "when to call it done." For me it is not "complete" but it is up to the standard that I would submit to places. On that note I do plan on continuing to add elements to this scene to spice it up, and I enjoy your ideas. I think it has potential to go in many…
Great idea, thanks. Agree I need to evaluate the roughness at a more general layer, I do have a lot of things going on with the roughness but clearly am not making the most of it. I find it a bit confusing how the roughness/lighting acts differently in Designer and Toolbag but you've given me an idea, I'm going to take out…
hey panger, lips are too pursed. your cheek bone and brow are too defined, sylar is chubbier. nostrils are good but the ball of the nose it too large. your ears are too thick and sticking out too far. OH and his lower ear is attached to his head, i always noticed it when watching heroes. and his chin/jaw nees to be moe…
1. Why you would need double glass mesh? Maybe you want clear coat effect? That can be done without double mesh. Layering transparent meshes is expensive, so I'd recommend a shader based solution, if possible. You don't use PBR right? Then its easy, you need double specular, which can be done with custom lighting. 2. Why…
Have these namings? YourModel (Dummy) -> YourModel_rendermesh (your actual model, linked to the dummy) -> $physics_proxy_01 (proxy mesh, linked to your actual model) As additional information: The proxy should be as simple as possible, like a box or cylinder. Also right-click on the proxy and use the object properties and…
Good idea getting the anatomy as good as possible before starting the full model, it will make all the difference. I'll list a few areas you may wish to consider working on below: Breasts too high, upper arm slightly short, area around clavicle and shoulder could use more definition at the top, trapezius needs more…
Kain, Actually procedural textures are great for characters. Beards, dynamic player controlled skin tones or entire skin shaders. You could make a 'dirt' texture layer that is dynamically grimed up if the player walks through mud, and conversely washes off in the rain. We are using a procedural layer for wetness on our…
That works, there are a bunch of different ways to come at this. Keep in mind if this was for real time by linking the biped to a dummy you created a new root bone. Which could fubar exporting or throw off whatever engine because its looking for a specific name or number of bones. I personally would adjust the Z curve for…
Everyone. THANK YOU. Seriously. Honestly when I was done with this I looked at it and said "FUCK" I knew it wasn't my best work. I learned a lot during the week and pushed and pushed to get as much as possible done but I knowingly bit off more than I should have. I should have gone much smaller scale and just did a bad ass…