Messing with lighting. I'm unsure about the dirt and ground textures thinking about making the outside area boulders/rocky. Want to add broken sections to the walls and have ground in the background with roots or just show the sky in parts. Just a Maya software render, should be getting it into engine hopefully tomorrow.…
I haven't worked much on this model for a while and it took me an embarrassing amount of time to make the hair as it was the first time I tried to make it only with planes. I still need to find a way to make a good transition at the root. And I still wonder if I should use hair cards too for the hair that is pulled back.
thanks chrisradsby. some good info. you can't see it and I imagine it's pretty hard to imagine but there is a waterfall infront and behind you in this shot. Impossible to tell but the water is definitely coming from there as you suggested:) Will be starting rocks in a week as need to be done by 19th sept. the tree roots…
Uhh yeah scarface was almost as bad as the godfather games! If mafia 2 is an console oriented crapgame loosing all its roots to the best game ever but still making 3 billion in a few weeks i may have to throw my computer out of the window. Damm these consoles destroying almost every pc game!
@agitori To revert this, having enabled Dbuffer Decals: go to the root folder of your project(as the option is per-project)>config folder>open defaultengine.ini>search for the line r. DBuffer=True and change it to False. Unfortunately, this is not a solution as you can't use the option in the project but, try again with a…
Looks good, but for sweet tities' sake model out those nipples, man!:) I also think you would benefit from a couple more hairplanes. you might also consider a transparency gradient(roots - opaque, ends - semitransparentish) gives the hair more of an airy feeling. anyways, really great job. congratulations!
Personally I think the tail should be longer to counter all that frontal weight and the huge horn sticking out of his shoulder looks a bit odd because like a tree or tooth it needs roots which would have to sink into the creatures shoulder and I don't see much room for that considering it needs to store the shoulder…
My guess is that a texture sheet is used to add some more "weight" to certain vertices in the physics calculations? Like the tips of the hair can move a lot more wildly then the roots. Just guessing though! jerry: Awesome! Spicey Horse should release a technical paper on both their cloth and hair sims, they just look too…
I really like that piece of animation, man. Ive been wanting to use Mind Heist for something for the longest time but looks like you beat me to it. Could you post up the actual robo girl model? Also, animation is definitely welcome here, you just don't see as much of it as modeling and texturing.
Ya, that's pretty much what we're doing. The text doesn't cover some of the stuff I can see he's doing in the material layout though, and I can't figure out what is actually going on in there, i.e. he's doing a bunch of clamping on the blue channel, and then dividing the red channel by the square root of the blue channel???