You can say anything you want as criticism, but your criticisms can be criticized as well. I think some of you think that it has to either be 100% realistic or 100% fantasy. You don't think that 60-75% realism is a valid goal?
Hmm, true. Seems to work best if you do it at a fairly low subdivision with Smooth strength at 100% and Std strength at 100% also... still not a very good replacement. I never found myself needing to use the flatten brush much anyway
Toolbag 4.01 now respects the DPI scaling you have set in Windows. If this is set to a value other than 100% or 200% (on 4K), UI elements can look a little chunky. You could try setting this to 100% if you want to restore how it looked in 4.00.
I was just about to say "this looks 100% like the 3dmotive tutorial" Until i saw his last post that made me glad. Doing a tutorial 100% and then mooving on to create something of his own using the techniques tought in the lessons, way to go! Looking foreward to it.
Ok well that clears it up. It really did seem (especially in the context of this thread) that you were saying that the 100 hours was just to impress your art director/whoever is in charge, rather than doing 100 hours of everything because of your particular situation. Misunderstanding is all.
Frame 88- 100: Arms seem to move symmetrically. Frame 92- 100: Tip of tail should be pulled along straight while turning. Right now its staying curved upwards Frame 264-280 : Tail freezes I drew on sketchfab hope it helps.
I figured this out recently for our studio, wrote up the process. Works great for us... ============ 1. Don't do this until your monitor(s) have been on for at least 1 hour. 2. Reset the display driver gamma control. Display Properties > Settings > Advanced > GeForce tab > Color Correction > Restore Defaults. Repeat for…
First post here, I've been a loyal lurker for a while, not wanting to post because honestly I don't think I'm of the caliber of the average skill level that is shared through out this forum, but I've been persuade into posting here and so I will. I've recently been wanting to do some hard surface modeling because of the…
I have recently changed my workflow, in the past i would make a low poly in 3ds max and then subdivide and add detail in mudbox. But after some feedback that seemed to be an entirely wrong workflow, so now im practising using turbosmooth in 3ds max to make my high poly. This is circa 7-8 hours of work, still not finished,…
Nice rocks but they feel too smooth imo. Add some more roughness to create a more natural look. http://fc08.deviantart.net/fs15/f/2007/109/a/d/minas_tirith_7_by_Minas_Tirith_Hakan.jpg http://fc08.deviantart.net/fs15/f/2007/109/a/d/minas_tirith_7_by_Minas_Tirith_Hakan.jpg