Im sure this is what Dave meant: Hopefully Im not confusing anyone further I didnt get good results until I made the chain closer to the surface, and set the falloff of the skin wrap to .001
I enjoyed modeling in Modo a lot. And I've been a Maya user since 2007. It certainly is a breathe of fresh air. At the end tho I perfer to render my things in Maya due to its many selection of plug-ins. Renderman, Arnold, V-ray, Redshift3D to name a few.
If any of you are wondering what the parts of the Maya scaffold I have completed 8 years ago look like, look below. Now this was made entirely in Maya without any sculpting tools. Just ordinary polygon tools available back in 2007. It will make a good scaffold for ZBrush.
Ha my bad I watched 1 set of Digital tutors and just assumed everyone talked like him.... :P LC is Light Cache and Sub = subdivisions and i brought my threshhold down to .001 I will let ya know after this week of rendering JK :P
Kim Jung Gi is an amazing artist! I bought his 2011 sketchbook a while back and I still look through it for inspiration. I HIGHLY recommend picking up his sketchbooks. http://www.parkablogs.com/content/book-review-kim-jung-gi-2007-2011-sketch-collection
Tweaking some values, mainly changing opacity from 0.2 to 0.7 as seen here should give a better effect. https://wiki.unrealengine.com/Two-Sided_Foliage_Material edit: and I think the white leaves are from your normal map, the it may be so extreme that it's pulling light as if it was facing 90 degree's.
I would get unreal tournament 2007 collectors edition for the tutorials worth the 59 bucks. That's what I did. The tutorials are really good. It's mostly for the mapping part of it. For low poly modeling you can go to poops site www.poopinmymouth.com and this should help as well. http://lounge.ego-farms.com
While his words are quite condescending, I believe that there is some truth to what he is saying. Gears is an outstanding game, but it does lack a certain lasting appeal. I don't see people playing it years from now. It'll hold me over until Unreal Tournament 2007
I think that it might be 360 exclusive because they are also making Unreal 2007 at the same time for the PC so I would imagine they don't want to have products competing with each other ? Maybe down the line they will have someone do a PC port. I hope so anyways !
I've generated my normal map in maya using the transfer map for both the head and the body... but after rendering, artifacts show up for the body (quite clearly too..) but not for the head, does anyone know why this is?? the image below shows the artifacts that i talked about.. Shot at 2007-07-28 Any help would be…