Here are some more progress pictures of my skin: @Sundance:[ QUOTE ] nice cleavage [/ QUOTE ]You ol' dirty bastard I've just finished her bottom aswell. Thanks for the complement. @MoP: [ QUOTE ] great start, nice pixelly-sharpness, keeps with the style of your previous skins I've seen but looks much more refined and…
Sorry for your loss Mike. Pets occupy such a special place in our hearts. The pain of their loss is the price we have to pay for unconditional love I guess, but hold onto those 17.5 you got to share with Pinky. <3
Great progress, I love the hair! I have a couple points; Right now I feel the arms are drawing a lot of attention. The hands are a bit too large and maybe it would help to push the shoulders a bit more backwards like in the concept. Also, don't fear the sharp angles! You captured them nicely in the hair, but it would add a…
hey there! so far you have started in a great direction but i see what you mean that there is something that's bothering you about it... and here is what i think it is: - the bride on the nose (from the front) looks too flat and sharp . in general, a woman is softer and rounder (i should put quotes on that before i get in…
The problem with doublesmooh is, that you have only one way to determine the edges, by using geometry density i would suggest to use quadchamfer instead, it needs a tad of cleanup here and there and might be instable at times. but it gives you nice and clean supportloops, making sure all your edges on a materials are the…
Hi everyone, I finally managed to make an update. I've been working on the columns and another stone wall texture i'll be able to use on the other part of the island. Now screenshots : And the integration in the scene :-1: Predator -> you're suggestion has a lot of sense, i've been thinking about that direction before and…
Right — now that I look closer at your images I can tell the problem you're having here is known as "zooming in too much". Normal maps are limited in what they can do; at extremely close limits you can see that a sharp edge is in fact a sharp edge. If it's too much of a problem, you add more geo (bevel the edge). This is…
Is there a new fashioned way? Such as the texture renderer being able to blur across edges as opposed to rendering them in sharp contrast? I'm less worried about the splotches on the skin but rather the color. I see a sharp edge of contrast along the colors and I'm definately looking for a solution on that. Right now I…
I'm pretty sure that 720p is a newer standard than 1080i. The latter does have a higher resolution, but the signal is interlaced (meaning only half of the horizontal lines of resolution are displayed at a time, oscillating between even and odd lines of resolution several times a second to create the appearance of 1080…