hi guys i am going to vianna on this saturday till wednesday. If anyone lives there and wants to meet up just send me a SMS on my cellphone number +49 176 / 27 149 359 Hmm it was a sponentous idea of my ex-girlfriend to go there and chekc out the local university, where she wants to study. If sombody wants to go for a…
Hello, I would like to ask You how can I fast animate visiblity of multiple objects in 3ds max. Let's say that I have 1000 objects and 200 frames. I want every object to slowly appear (let's say each object should go from 0 visibility to full in 20 frames) in these 200 frames. For example, one object should start at 50…
I've been looking through Ryan Hawkins 'Vertex' and wanted to try the Jeans texturing method (shown on page 176 onwards) on a character I've got. My question is, how would you go about getting an unwrap as clean as his, in order to then be able to use overlays when making the texture. I know I can relax with fixed boundary…
Hey guys! I'm currently working on an environment level for my Master's project, and was looking for some feedback on what I've done so far. I wanted to do something special this time so I went for a greyscale/red outline shader. The room is loosely based on the film One Flew over the Cuckoo's Nest: Anyways, here's my…
I've been working with a friend on a trailer for our little demo (& fan) project "Star Wars - Redemption", nothing official, it's really just two guys loving this universe since childhood =) Animation is fully done on akeytsu (except a few points like grass or VFX), render was made using Unreal Engine & Marmoset Toolbag 4…
Evening polycounters, I've tried to take on your feedback from last time and I think I'm ready for round two :) . Plenty of ppl said that 40k tris was too high, and 20k was more than adequate.(somone on another forum said 10k, but nuts to that!). I got it down to around 16k after reducing the tracks to rubber bands and by…
^ how much ram do you have assigned to photoshop? I haven't done any serious painting yet (I generally hate photoshop brushes, team painterfags here), but doodling with crazy brush sizes was awesome in terms of speed/brush response; I have 4 GB allocated for PS and some background stuff too (like opera, taking about 1,2 gb…
Thanks for all the comments. I agree with you, there should be more worn parts. Basically everything is Polymodeling excluding the head and torso. There is already a lot of Zbrush detailing though, but it's rather subtle (not very visible in the renders) and I learned that I have to do more visible details in ZBrush. I…
For the lighting the grass doesn't seem to react much to it, but I can give strengthening it up a shot, the sky is a 2k texture, should I jump to 4? It didn't require any shrinking to fit the tex - i'm guessing it looks low res due to the DOF blur? I'll give patches a shot and see about the grass looking taller, I can't…
It is real time, in a game engine. I can't remember off the top of my head what engine we're using (I have a feeling it's the latest unreal engine) but what we are aiming for is a full 3D version of Elizibeth st, in which we as players will be able to interact. Regarding the poly counts, its pretty flexible. I checked with…