In the example image provided, the simplest solution would be to just detach the foot and have it rotate by itself instead of with the pants leg, then the geometry wouldn't collapse inward while rotating it.
Yes! Such a cool idea. Looked a bit more into the example artists work above, great inspirations there! Here - http://www.flickr.com/photos/turnislefthome/ and here - http://dribbble.com/turnislefthome
Check out commander_keen's example here http://www.polycount.com/forum/showthread.php?t=74765 We have some more links here http://wiki.polycount.com/wiki/GrassTechnique
Yes, but I mean in relation to the texture. For example, a tiling brick wall being the classic. Or in the case of a unique 0-1 asset, the details in the texture in relation to the scale of the mesh.
That's much better, cw - thanks for the good example! :) I knew execute seemed pretty dodgy... I've been out of the loop on maxscript for a few years now though :(
That is the old way to do it. The better way is found here: Method: http://vincentcallebaut.com/CombineNormal.html Interactive Example of why just Overlaying is bad: http://blog.selfshadow.com/sandbox/normals.html
muy bien AO influence on the texture could be a lot stronger imo, it feels very lacking and creates a CG feel. the cables on the side for example seem to just be floating there.
With a combination of distance and edge detect on a tile generator you can get something like your example. This video shows part of it. https://www.youtube.com/watch?v=f76shQFfqvI
Thanks for asking - I'm looking for someone who can provide renders and the environment (which can be made with prefabs for example to cut the costs). I need footage at the end.
Yeah I thought of that, but that is so far fetched just to get the thing done. How come there's no quicker work around? Could Xnormal bake using alpha for example?