another thing I just found out because my rims are also having this issue I can select my rims and go normals > set to face, and nothing will happen, but if I export them normally (normals left on) and import it back into maya then go normals > set to face, it will actually turn the faces black to match the results I would…
"Chromatic Dreams" by Jessica Sweeney WIP Thread | Inspiration board For this challenge I wanted to enhance the clean architecture and make it interesting through lights and color. Colors invoke different emotions and thoughts between each individual. I wanted to know what impact it would have when mixing contrasting…
There is no single program in texturing field on the market that would fulfill all your needs. Many of them are focused on "painting" side while actually less you paint by hand, more productive and competitive you are. Others too procedural with too many limitations to be comfortable. In a big project you often need…
Hey man, I would definitely pour over the texturing tuts in the wiki: http://wiki.polycount.com/TexturingTutorials . You'll be amazed at how much awesome information there is within there. I'm also guessing Mr Choi was asking if you had a tablet, as your current slime and wood textures are coming across pretty flat - with…
Is it a Sss material? I dont know if marmoset has any type of subsurface materials, but if you want better skin shader, you should go with that. Currently I see no detail in the skin , seems like soft rubber with a bit of noise. To do a more realistic skin you have to take the time and add different kind of wrinkles…
Really like the design, awesome work! Right now 2 points that I can mention - Firstly, the shoulder piece could probably be exaggerated a little more or have the skull coming out a bit further? Just feels kinda soft and needing something a bit extra to punch out that silhouette. Secondly, the fur on the back of the cloak…
An updated must have from Farfarer: Various tools for controlling vertex normals within MODO. It gives options for: Edge smoothing (hard/soft edges and smoothing groups). Weighting of vertex normals (area and/or angle, or full). Calculating more accurate normals for non-planar polygons than MODO does natively. Transferring…
The soft feathered tone lines on the metal and bricks, contrasted against the hard edged highlights and nics, gives the impression of depth that shouldn't be there. In both cases it gives a gem-like appearance to the material. I'm honestly having trouble of thinking of a solution to this, but I think a fast way to do it…
oh stkopp thanks mate :) ur right i think i will adjust the cape. about the arm i dont know. in my imagination its not a full soft material maybe more a tree root or hardened flesh. so i dont think it will need any special animation. BUT we are going try to do something at the shoulder by skinning the mouth upper and lower…
Hey nice Job here! Like your idea! Its a very cool style. You did a great job sculpting clothes and details I love the skull bag, I thnk you could just work a bit more on her face to look more relaxed, her lips looks a bit weird... and you ould smoth a bit the nose in the part between the eyes to make it more soft... well…