To make a properly exposed image you have to get a good ratio of these three things: ISO: sensativity, higher is more sensative to light (800 vs 200) but introduces more noise, and less dynamic range. Aperture: Larger apertures (represented by smaller numbers, 1.4 is larger than 2.8 ) let in more light at once. Shutter…
small macro script to display the number of tris in an editable mesh (I know there's shortcut 7 key but it defaults to a load of bolloxs, besides it's easily extended to show a range of values.)
I'll usually use basic extrusion modeling to flesh out my volumes and "rough" the model into the general structure I'm looking for. Then I'll do a pass to add more geometry to the areas that I know will need it. (head, hands, etc...) Then I start throwing on subdivision levels and sculpting as I go. Once I've got the…
Hey all, I'm new to this forum, and not much more experienced with Maya. I'm currently working with some particle animation in Maya, but I am experiencing issues rendering out particle glow. Any help with this would be awesome! Basically, I've created a flock of particles (clouds (s/w) that are supposed to represent…
I really liked it. I think I forced my wife to watch it, but she was hooked after the first show. I thought Connor was the best choice, but thought he may have screwed up on the last project, even though it was still very cool. Hopefully it returns with more production to it. Even though it was good, it still felt low…
- The first shot for is rendered well, but the head bounce is a big jerky. If this is just an animation reel (not generalist: rendering, lighting, etc) then I'd move this shot out of the first place slot. - The spinning sword shot it really cool. I'd put this first in your reel. I really like how the leg pulls in over…
I don't really get the animation... You could show more understanding of weight and timing if you showed how it slowed down. It's a bit too basic for my taste.
Hello, - Step 1 shows the manual cleanup to patch holes, using regular polygon modeling techniques. - Step 2 shows the individual thin chunks of terrain being extruded down to create thick slabs. The box under them was just used as a negative Boolean to even/flatten their bottom side, but this could be done with just…
Well, honestly I can't tell because there is no wireframe view. I'd assume since this is for a game and at a ps1 level, you would want very low poly and so that's what you should show in screenshots. As for the look of it, it definitely matches that classic look (including the texturing)!