You also want to get down on it at the end with the pinch tool and you will find that working in a subtractive fashion rather than additive helps aid the creation of more natural sharp looking edges. Also, you can skip most of his process after you have made your first final version and do a Zbrush brush alpha grab of your…
@fr0gg1e, If you can post an image or two of the part of your graph in question, that would help me better target some specific suggestions. In general though, I use a lot of directional warping. Often I'll warp one frequency by another 1-4 times before I blend. And sometimes I'll warp that FG layer before blending too.…
Thanks for the crits. Cholden: I agree with the texturing, not going to do much animation for the time being other than beauty shots, but they are on the way. Pior: Yea...I'm wondering if I need to split the 3d gallery into sections like that, it was a quick idea, methinks I shall change it to just one big section since I…
That's a pretty sharp corner and I don't think pathdeform is going to behave the way you want it to. It's going to cheat those pointy bits. If you can't round out the shape, it's going to be nearly impossible to get a mesh to conform to it perfectly. But you can handle a few different ways: 1) Animate the UV's or a blend…
Go with the painter's wheel. Colour theory was invented by artists using paints and trying to find out which colours work well together. It's not foolproof and it's not any sort of science, it's just a good rule of thumb. But the idea of complementary colours and analogous colours is all based around the paint subtractive…
That article mentions 3 spheres, but I think it's really just one sphere rendered in 3 passes (each pass using different depth-test and stencil-test settings). These 3 passes are needed to build a "mask" on the stencil buffer that represents only the pixels you want to light up. Think of it like working with selections in…
I have been working on vertex blending for a while now, and this thread has helped me alot. I have taken the techniques discussed and added a bit more functionality to the shader that MoP was working on. I was thinking to myself, why not use the other 3 channels of the vertex color constant as inputs for other…
I don't see a difference, all I see is a company that has built its business around a secondary market, like used car dealers. Certainly, GameStop uses pretty underhanded tactics in the way they handle selling and buying of used games which typically rips off the customers, but they aren't obligated to give the game…
Hey Raul let me know if this render looks any better. I really couldn't find any tutorials on shaders for maya(doesn't help that I don't know hypershade as well as I should. I couldn't figure out how to do what you were talking about so I used studio lighting instead. Another thought I have on rendering is that if there…
got a few personal issues with this one. Model is absolutely sublime, make no mistake about this. The bakes are about as perfect as it gets, I haven't noticed any issues with that. Absolutely great work. Can say the same about the wood too - I'd actually like to see some sources, those photos could be very useful. However,…