*cracks whip* the tree leaves are too noisy, make the leaves bigger and more simplified for better results! The surfaces of the cabinets touching the walls are often not like the surfaces facing into the room, and are usually flatter and not painted, you can maybe even add pipes/electrical/utility details here.
Here's a good cross polarized reference https://www.artstation.com/artwork/zWma2 Can anyone tell me if that's makeup on her face below her eyes on the last image.
added some phong specular lighting to a normal mapped camera facing shader. the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like... though enlarged somewhat. something a bit more subtle... probably not that subtle :) without the phong spec....
HAPPY BIRTHDAY IN YOUR FACE!!!! When I get back we are going to celebrate POOP style.... in your face. *edit* in your face... birthday celebration... face...
thx lamoot!tried and works. yeah that active face/selected face is confusing ;p .in most ( if not all ) 3d apps i know .. the active face is the selected face.
I used the spin tool in blender 3d. I did everything right but the problem is after the spin some of the faces (or normals?) are facing the opposite direction of each other. Why does this happen? I want them to face the correct way... which is outward not inward, because then the faces are hidden, and that's not good. How…
I just did a huge lowpoly level. To my surprice i see that Maya has created double faces all over the place ! I did a merge on all the verts in the scene wich took down the amount of vertecies to half, but somehow the faces remains. I have tried to mark all the faces and delete but then Maya deletes all faces. I have tried…