Going to merge this with my ~1000 image dropbox folder. Most will probably be dupes and it might take a week to upload but hey, might as well use the cloud considering i have 25GB free :D Not as many as i expected were dupes, almost 8k files now!
I mean the latter; relying only on value sheets and scans. That would render you unable to properly or correctly texture as soon as there's no values available in the chart. Of course you need observed data to be able to establish the rules, but it seems like people have difficulty extrapolating rules/guidelines even with…
644 hours in 6 months, wow! Tell me more about it: How many hours were you doing a day? Were you only watching the video once? Would you have any advice to give me? I actually follow the steps while watching and put the video on pause to do what he does on my own project. It's an average of 1.60X the time of the original…
The design of the sword is really boring compared to the design of the gun. Are you using any concept art for the sword? It not really showing the best of your abilities. Also, it says environment artist, but you only have one environment that isn't that great I.e. portal style. It sort of really bland like your sword. For…
I figured it might be that my processor tends to bounce around its upper limits of performance when baking with mental ray - with larger maps particularly, it seems to forget which window's meant to be on top and keeps flashing between all my different open applications till its done. But then I just tried rendering it…
Would you mind sharing how you did the bark texture? Did you do something like 256/128x1024? Or is a square tileable one like 512² and vertex painting? I'm asking because of the green part on the bottom of the tree. Thanks.
Doing some more work on this. I've made it so that if you drag a light that's pure white into the scene and tweak the color temperature slider, the intensity stays the same (as is reflected in the luminosity of the image.) The intensity of the light will not change no matter what the color temperature is, unless you go…
Mr Normal Version 1.01 Released We've been working hard and have just released our first updated version 1.01 of Mr Normal. The new version incorporates many new features requested by users and a massive performance enhancement. The new features are: (1) Graphics Card Acceleration We've updated Mr Normal's engine to…
Dynamesh is size dependent so no magic number here .rule of thumb keep it as low as it give you barely enough poly to model what you need I will work for the most part on something low like middle one and when I am happy with overall shape then crank one up for smaller details like the 3rd one If second is 128 , 3rd is 256…
If this is a one of a kind building that there are not supposed to be many off, i don't see the problem doing it this way. As for your main concern, try retopologizing (in mudbox for example) or using meshlab to cut the polygons. Not sure about meshlab though, as it usually works best for organic models. Anyways, here is…