Hey gents, Thanks for the replies for far... almighty_gir: Thanks! Pixel Goat: It's funny you guys should comment about the suit looking flat... that's cause I'm just painted flat colour there. You found me out! Planning on doing multiple zbrush render passes and comp'ing it together. Might even drop the canvas and paint…
Hi Eric, a few things I noticed: your resume and email links are at the far edges of the screen rather than being in line with the images, I'm not sure if that's intentional, though I would imagine not. I'm using firefox btw Your logo background is a very slightly different shade of grey than your background, which would…
Thanks for the replies everyone. This is when I render the image, not just in the viewport. In fact, in the viewport it looks fine. Its only when I render the scene that the outline appears. Its as if there's a new blur effect added by default when you render a scene in Max 2010 cause I've noticed that all of the textures…
I took a quick tour through the site... Below are some things that jumped out at me. First impressions follow the links. Overall this cries out for some editing. Pare it down to the best stuff you have then start adding new work to build from there. Specifically work on lighting, poly and texture efficiency, and overall…
I'm pretty sure it doesn't have a polylimit for baking. There's one for UVs and retopology, but I think that's less of a self imposed limit, and more because those things just beg for a system crash when working with heavier meshes. I don't think Decimation Master will work either, partly for the same reason (730 million…
I've just given it a quick try again and sorely miss some controls that are more common in Tree[d] for instance... being able to change the 'roundness' of the tree (how fast the top branches shrink vs lower ones) I also got in some trouble trying to collapse the tree after I'd closed the dialogue box for it (it shouldn't…
hopefully i can clear it up a little further for you as well. with PBR, there isn't really such a thing of specularity. i know you might think it's productive to think of specularity and reflection as two different things, but really they're the same. so with that in mind, in PBR we try to refer to it as just…
So you are trying to use GI only without FG? You won't be able to get nice lightning solution this way. mental rays lightning techniques are like stone age so there is no one button solution for every possible case. But I still suggest you to try FG only with 1 or 2 bounces. Turn off speckle reduction(it actually makes it…
All three assets are very poorly optimised. You don't seem to have any problems with high-poly or texture work, so just spend more time on the low-poly models. I'd personally take all three down and retop/rebake them. Remember that if your model isn't going to deform then you don't need to stick to quads for your low-poly.…
Basically linear = no gamma correction, sRGB = gamma correction. Pretty much any photo or image made to view on a monitor is gamma corrected, basically a linear image is telling your display to increase the brightness of each pixel in a very constant and even way, but when you do that, the actual results you see on the…