Yeah the skylight/HDRI strength needs to be relative to the skylight strength, I've heard a ~4:1 ratio is normally suggested, but probably depends a lot on the particular HDRI being used. Using real world values can sometimes cause artifacts with other features like Lumen having black spots or a grid artifact, I think this…
love it, put a smile on my face, so ultra strong "blacks" but otherwise super cool, i couldn't only see the "gif" in question by fake quoting your post as if i was going to reply to it otherwise epic update, feel free to express your interest or dis-taste on an extension within the threads section. Cool shader works.
Why not just use the technique EQ posted for ivy here (with modeling/texturing your source plant of choice instead of ivy?) http://boards.polycount.net/showpost.php?p=826598&postcount=32
I totally misread your post! I read the conversation about multiple textures, and then used your post as a quote without really parsing it well... No, I agree, if it's possible it's a good idea to group things thematically, and if you're hitting your texel density: by all means, do leave some space to save your ass down…
Thanks, Ace-Angel, but the static pose was the original speedsculpt version. I cleaned up alot of the details (in the first post with the finished piece) when I posed the bust and then finished the detailing and polypainting.
There have been a few threads on this indeed (a lot of which I haven't read). The answer is really pretty obvious: you'll want to charge enough to be able to pay your bills, and in the end maybe even make a little extra, rather than operating at a loss. For instance, you could calculate and/or estimate your annual…
Sorry to say, that while you have all of the basic elements, you don't have a proper understanding of how they fit together, or the proper proportions for things. Hopefully this will help. What you have, is essentially an M4A1 with an M203 Grenade Launcher. The lower handguard missing - GL attachment is fine. That is how…
I check this thread every 15 minutes for 12 hours after updating and no posts. Go to sleep for a few hours and this thread has a ton of posts. Thanks for the feedback everyone! @Jessica I'm with you on that. This will probably be the last large scene I tackle for a while. Think I'll move to medium sized props instead.…
Neavah - I probably should have said in the opening post, I'm really after some advice/pointers rather than tutorials. Coincidentally I actually watched the tutorial you posted already. All it tells you is how to go to UVW unwrap, and flatten map, which of course I already knew ;) For some reason by default, his UV's were…