Gentlemen, I have a question about "dragon" wings for games. How would one put the topology on the wing membrane to be able to get a good result when rigging; And how would you do the membrane fold in the rigg? Should the wing and the membrane be connected through topology or seperate meshes? Would the membrane have…
Hey guys, I just published a tutorial I wrote about materials on my blog. http://www.manufato.com/?p=902 It's focussed on specular maps, and how you use them to truly represent the nature of real-world materials in 3D. It's based on personal studies and it may not be accurate on many aspects. But it's as precise as I could…
I found this interesting video about motivation. The video is just a 10 min. clip of a longer lecture by Dan Pink's talk at the RSA. [ame] http://www.youtube.com/watch?v=u6XAPnuFjJc[/ame]
One nice little trick to examine composition is to blur the heck out of it, then you can focus on composition rather than getting lost in the details. Besides the lack of color (which is an important consideration in its own right) your piece seems to be lacking the focus of the strong spotlight in the center of the…
Anyone ever heard about this game, looks pretty slick if you'd ask me. Any first impression, for those that wanna see it here's a link [ame=" https://www.youtube.com/watch?v=TNtB5DoJ6OI"]Black Desert Online Preview First Trailer - YouTube[/ame]
[ QUOTE ] The interface in Blender takes some getting used to, Blender's 3d painting and sculpting work fairly well for what they are. ...in the current version that feature is a little clunky... But neither is especially good at generating normal maps, so you'd also want Xnormal (which is also free). [/ QUOTE ] It's…
Hi everybody! I have some questions about MotionBuilder. Whats your experience with the software and especial for use of mocap data to drive 3d characters? How good is the lipsync thingy in MotionBuilder. Is this THE software for handling mocap data or would you recommend something else? Thanks!
hey guys i am wondering about setting so i can render flat colours in 3ds max. i know how to do it in view port that easy. im after a toon styled shadder for 3ds max. any help would b sweeet
hey guys, I am unwrapping a vehicle at the moment and I had a question about my unwrapping process. If you look at the highlighted object you'll notice that its stretching in some place and I think the reason it is, is becuase I am attaching the corners of the uv map. Is this wrong? If so, then how do I keep my textures…