continued working on this, gui mockup for the next version: so for the next version I want mainly GUI changes:* split view of the source image with its slices and the texture result area. Each side has its own panning and zooming state just like multi views in max or maya. * a toolbar with icons and rollOver description…
Okay, as for the the shadow wave, I do understand what you mean about the shadow wave The weave effect (default) kind of like a breathe, it activates abruptly and then it fades to nothing slowly, (Like summoning). You added dynamic rune markings to the spell which it starts to indicate "channeling/cast time" [Like how…
I can see your thought process but there are two problems here. Referencing 3DS Max's lighting in the viewport isn't that great. It essentially negates all of the important things about physical lighting. If you have a blueish light shining on a white object, then the object will appear pretty much the colour of the light.…
Your pistol highpolyy model is not really a high poly model. Where are the control loops? Your hard edges are literally sharp instead of a having a little rounding to help it catch the light. It just looks like a low poly model. You're not Smooth Mesh Previewing and converting any of the mesh. (Please read this. It'll…
For the middle image ( with the red "circle" ) you added on your other post the Tomoe Matushima reel video.. https://polycount.com/discussion/235608/how-to-determine-the-texel-density-in-the-video and at 0:27 you can see it's some geometry ( a flattened cylinder/tube ) and so the rest is some texture.. but maybe there is…
Here is my blockout progress and first pass at lighting in Unity:) I definitely struggled with trying to match the camera perspective in the concept (using perspective plotter in blender), but this is my best guess. @Pep_mepla Your blockout looks spot on! I noticed you changed some of the proportions of objects in your…
Can you circle the issue, or explain it better? I'm not sure what we're looking for, and nothing sticks out, aside from the noisy liquids in the flasks.
Those are decent ideas, but let me give you some cascade specific advise on how to get this done. First you need a static mesh with the butterfly, just like deels up above. You need that v in there. If you made each at 45 deg to the floor, itd be perfect. Place the mesh into an emitter in cascade, also place your shader…
I'm really tired of making this one beacuse I have absolutely no motivation to make this because it seriously serves zero purpose, I'd do comissions for free just to have some motivation on my back pocket but I can't seem to find anyone. Also don't dunk me for having bad topo, this is the FIRST time I've done subd I know…
Yesterday I started to make a new prop for some school project and got some issues when I tried to bake the Normal Map from Zbrush. This is the object I'm trying to create (with a Concept Sketch here): This is the 'complete' model. This is the part I made for the UV so I could just copy the other half and one of the 'legs'…