Been grinding on this after work for 1-2h everday. Some notes ( Or critique ) from me to me : Skeleton needs Adjustement Finger bones are way too long Adjust Skeleton to the base-mesh once complete , not other way around Find more references for the Orangutan especially the muscles ( Hard to find for me, mostly guess work.…
OMG! me too im a big big fan of MK series, the new one really rock! Yours hyper low poly chars looks amazing keep going with MK2 chars! I can't wait to see Shao Khan and Motaro! 2 questions : 1. How you make the rotation gifs? Looks like the frames aren't from a render. Do you capture frame per frame by hand? 2. The…
1) That's what I do. I start with basemesh from 3ds Max and subdivide it in Zbrush for sculpting. Or If I start with dynamesh, I do quick retopology with Zremesher to get some subdivisions. It's much easier to work with subdivisions. 2) You make hairs with alpha planes, that's how it's done today. Mostly hand painted…
had to check for the project, switched machines in the meantime and didnt run it in ages. but regarding that rimlight. this is a 1 bit mask of the custom stencil buffer set to 12 (could be any number really, dont even ask why 12, dunno anymore :D ) here is the custom stencil mask applied per object (so it doesnt apply to…
Thank you Gannon! Excellent advice as always. * reduced the number of works in Illustration (by about half), and removed a few more from other pages * took out store page (I have an equivalent etsy page) * changed "Games" to "Concepts" To do - * I'd like to tighten up a couple works left in illustration * Add resume (just…
If I'm getting this right from all of your replies, the correct method is to 1) bake outer shell of clothes 2) extrude inward 3) (if the inner clothes geo is needed) offset inward shell 1 unit right of UV space for unique normals That makes sense, I'll try it after work tonight. However, what if the clothes has a clear…
AO wont be baked on anything outside of the 0-1 space. If you want to share the same texture across several UV islands, offset them +1 or -1 in U or V, that way the UV island inside 0-1 will bake down the details, and the ones outside will be excluded from the bake, but will still tile ontop of that detail. for your last…
nice, i'd suggest to add: * "SinCos(a)" because generating cos and sine of the same input is faster than individuals. And typically you want both for stuff like rotation * "Step(a,b)" allows compares ( a <= b ? 1 : 0) which is really useful. * "Sign(a)" returns -1,0,+1 depending on sign frac = fractional part of a number…
Yeah it isn't too pretty right now :poly124:. Basically what I'd like to do is add the x and y values stored in a map to the x and y values (ndotl) of the surface and have them multiplied together to equal some type of lambert bump shading. Right now I'm sort of fudging that for various reason and need to iron things out.…
To clarify: 1 512x512 tiling bark, 1 512x512 branch & leaf, 1 512x512 remaining props.(?) My branches were using the tiled bark texture ramped up to be far smaller on them than the trunk. I used the shapes I painted as a mask to make them the shapes of the various branches from the concept. I also picked out the major…