Art director / project manager / HR personnel saving your image with your CV to review it later can end up as, they would likely ask you for image if it was watermarked as weird as the ones you stress upon in this thread. (If the stuff behind watermarked layer is legit enough and appealing to them that is.) Dont you guys…
If you look into your normal map you see that the texture itself includes this "bending". The segments in the normal map should look the same from top to bottom in your example scene. My guess would be that you might have baked the map without any phong- or edgebreaks - e.g. a model with smooth normals. Afterwards you…
Here's the mel version, I modified it to work with multiple objects just in case. I didn't know about the curly braces thing with python, that's neat! Though in this case doing (myProjection = '.projectionHeight') would also work. $objs = `ls -sl`; for ($obj in $objs) { select $obj; ConvertSelectionToFaces; polyProjection…
1. What if I don't need alpha and want just switch from painting color channel to depth one ? I see the projected image is switchable, but I can't figure out how to use precisely same deform mesh. Looks like the deform mesh works on buffer only Does paint buffer contain only one channel info at a time? 2. I see projected…
Awesome stuff! SOMA is probably one of the few games where you can't get a good look at the character models in-game; it's almost strange to see them clearly in renders like this. As a side note if you've got SOMA installed the supersecret.rar in the game's folder contains tonnes of concept art (inc the character's in this…
-Monochrome : I used his wrinkles to give this idea of transition but will add more detais to see what it gives.. -Firestarter: Thanks a lot , coming from u it's a compliment (great work on your website btw!) in Klein 's Sketches, he seems to contain his transformation with this weird string coming from his arm. i didn't…
Thanks for the answers and any critic is very welcome :) .... the skull and the hood is still wip , I mean I have to yet model the hood to contain the skull :) ... thats on the list about the face I tought it was sort of a mutant human hibrid or the like so I exagerated the features of the mouth , grin , bones etc ... if…
Also worthwhile remembering to change the "Blue" channel's output levels to maximum of 128 (CTRL-L, select blue from the drop down, type 128 where it says 255 on the right at the bottom gradient slider thing). This is because the blue channel contains the "forward" facing normal information and if you use Overlay blending…
Hi Blacknine. You get that message because you need to add a lightmass importance volume around the playable space in your level. Everything contained within that volume will get the amount of bounce lighting you have set within the lightmass properties and will have better quality. (Usually 3+ bounces) Anything outside of…
has something to do how the realtime rendering works. max draws each object seperatly - so if you have like a gazillion objects it has to draw a gazillion times... if you combine these to a few objects like 20 or so - it only has to draw 20times, which is way faster. so max can easily push decent amounts of polygons but…