"US-CERT says MD5 "should be considered cryptographically broken and unsuitable for further use,"[9] and most U.S. government applications now require the SHA-2 family of hash functions." so, after this are they going to actually use a secure method for encrypting passwords, or just store them in a proverbial shoe box…
@Hazerdous Thats quite a compliment, thanks - Xoliul's shader is really finely tuned (and 3dsmax's shadow support is a killer feature). I see this shader more as a technical exploration and as a learning tool, which is why I've separated all the core shading functions out into compact sections to help other people learn…
Nightshade UV Editor :) The redesign on Maya's UV window UI is nice, but fuck me it's annoying to have to constantly open and close little tabs due to every button being too big. Here you can see everything, plus buttons with LMB/RMB functionality, plus UV set ops on the lower left.
@ Aga 22 - i was trying to give her just a feminine boot. i totaly agree it shouldent be high heels. ill try and make it look more of a functional boot for her. thx for the feedback! @ Pancakes - thanks! here is another update. i am going to try to do a bunch of work this weekend! i will finish this! haha
@Eric - that's how we did our road surfaces. Lofted shapes with the step function. It was crucial to have road angle and camber to be accurate to the GPS data for the tracks. So each time we had an elevation or camber change, a new cross section spline was created and mapped to that step of the loft spline. Very tedious,…
@musashidan I think what the OP mean was he can spend more time adding more details to the sculpt (to looks pretty) more then placing proper loops/ manual retopo (to make them functional). I'm not a character artist but from what I see so far there is nothing beat the proper manual retopo work.
Great progress so far. The one thing that is buggin me is the Wolf head. In the concept its snout is nice and meaty. I also think the angle of your lower jaw is too flat and should probably steepen a little in order to seem like its not just sitting there and actually still true to the jaw anatomy/function.
Normals aren't required, but they're a main driver for mask-based texturing. If you don't have a normal map created via baking, NDO, or NDO+baking, you can use the Bake in 3DO function for your curvature input to create low-poly curvature information to generate masking information based on your model's topology.
sadly no, the closest we've got is a reference photo that we are using. Here is the image: This concept was created by Vladimir Kufeld We are only using the image for the basic layout and function of the room. All the props are created from our own ideas and will reflect a much more scientific, research style rather than…
I'm going for brand new, but I will add some decals once I have gotten that function to work and also make some alternate pieces to make it look more natural. I'm working on the door right now as I mentioned before and will post the progress of that once I have enough done to have something to comment on! :)