heres how it looks (with the bevel theres a nasty seam on the front of the base. im trying to clean it up , but its a bit tricky since that edge on the UV layout is 45 degree diagonal. gonna start the diff/spec etc.
I love the proportions of this. But I think if you shrink the head a bit it would be better. Bake some AO into the texture and get a nice sexy spec map for this chick. Oh and SDK this please, because the mesh looks great.
Here's a Max grab, using Xoliul's shader with just the normal map applied: And how it looks in the scene, with placeholder diffuse and spec (brightened in Photoshop, because all my screengrabs come out much darker than they actually are):
yikes, turn down that spec. I don't know, I'm not a big fan of the white and purple... at least not the super saturated royal purple they used. Perhaps a more bone color with a different hue of purple would look nice...
i'm with arsh - i'd like to see the skin over the eye a bit thinner, a bit more stretched. some spec in his mouth and nose area would help - unless it's supposed to be a dessicated corpse? badass critter, nonetheless!
Hi, I have a question - the unity package exporter from toolbag 3 works very well, but seems to be limited to spec/gloss workflow. I am working in metal/rough workflow. Is there any way to change the default workflow over in the exporter? Or is there a plugin that does this? Thanks!
I've been playing through FFXII Revenant Wings and am totally in love with the environments in the game. I was wondering when creating a level to DS specs what is the recommended poly count? sorry if it's been asked before. I never get what I'm looking for with the search function.
saw this on cgsociety : http://www.hkepc.com/bbs/itnews.php?tid=789466 and here is my question, right now i have a pentium D 3.4GHZ , is it worth it to change to quadcore ? And would i need to change the motherboard ? is there any way to know your motherboard exact specs ? thanks all once again
Hey guys, i'm looking to model some animals. i'm looking to model for more hand held specs. I'm not really sure where to start UV wise and modelling for animation. Just wondering if people have any resources out there which they can recommend. Thanks guys.
Recently I finished this work for contest. It's old gen style work so I didn't use normal map and spec. But, I use some of render passes from mental ray in Maya. And then, I worked post production in Photoshop. Thank you