Philnolan: That's not what I'm talking about. That's edge weights for subdivision surfaces (akin to "Crease" in Maya and Max). I'm talking about splitting normals on a lowpoly mesh - eg. Maya's "Soft/Hard Edge" method, or Max's Smoothing Groups. The only way I ever found to control this in LW was through the Material…
Hey BigErn, looks a lot better than before. Good work! I'm not going to write anything about anatomy, since I know jackshit about it, but I guess that ditzy look must be hard to nail. Before the last update she was looking a bit mentally retarded :p I am hoping that you will work a bit on the wings; they look very soft…
I have recently had been stuck with a task I couldn't do in 3d max properly. I needed to re-create a piece of real terrain. Max couldn't read 32bit geoTIFF for displacement with actual height stored in HDR values as meters. Couldn't make it work with exr files for the same purpose too. In Blender it's no problem at all…
Nobody is being hateful, you're just posting useless bullshit. As Swizzle said, think about what you are posting BEFORE you post it. You are blatantly unhelpful and rude. Don't tell anyone their art shouldn't go into a portfolio without posting some useful crits or suggestions. As for the character, I think the hard…
We're probably the same age then, the most dangerous substance you can get in a science experiment kit these days are vinegar and baking soda and Highschool chemistry classes involve the teacher doing the experiment while warning that you shouldn't try this yourself. In the US it's gotten so bad that things like graduated…
It's hard to tell from that youtube clip, but it looks like they're using a multiply blend mode. Subtractive blending can do some neat stuff too, depending on the look you're going for. If I were going to make a 'smokey' character shader, I'd start with some kind of inverse fresnel on the whole guy (so you have interesting…
They streamlined the pelt process and in doing so stripped out the align step they had people doing in previous versions of max. It does an auto align that gets it mostly right if you have the seams in the right places. If you want to use pelt, scale the stretcher up about 4x bigger than what it defaults to and hope it…
Lighting is awkward and soft. It seems to be getting really strongly highlighted when it should just be getting ambient light, and you haven't gone and put punch into little highlights. The result is awkward and videogame-y. The texturing is overall pretty solid, but it really lacks a layer of believability. As for your…
yeah like r_fletch_r said Goraud is a bit a math used to calculate lighting. This calculation constantly re-evaluates what lighting value each vertex should have. This is then interpolated across the surface of the triangle. Vertex colors work in a similar way but without the real time math. Instead the values are saved in…
He looks a little surprised for a lone warrior, you might consider lowering his center brow. If you select between his eyes with a soft select and move down the geo down it should do the trick. Here's how it looked with a quick photoshop warp: I also did a curves edit on the skin to get a bit more of a range, you can toy…