Take a snapshot of your path deformed object, then convert the snapshot to edit poly instead of the edit mesh it defaults to, then the path deform model can be placed in a hidden layer as a backup for later should you want to do similar again or a varient. Always good to have a backup! r.
embrace the diferences!! :D :D on a side note.. this shit is the bomb.. i mean. its like after effects.. the aplication of filters is non destructive. meaning that you apply filters to layers, but later you can change settings on the filter you applied. just like in after effects:D
Moosey_G: The sniper rifle was drawn after looking at Shimmering Sword's Concepts but the laser cannon originaly was supposed to be a hand held flamer based of of the Warhammer 40,000 Space Marine one but turned into a laser cannon, and the assault rifle is something i drawed while my friend told me what she wanted it to…
Looks cool, only thing for me is the laser sight looks really dinky. maybe one of these soloutions? Laser Sight nSight x2 (alone) nSight x2 (on Px4) or at least try scaling it up a little, it just looks small. You mentioned the guns not exact detail so any nit picks there-meh, so ++ for the gun
parrellexing doesnt just mean parrellex maps, it reffers to the effect of parrellex where two or more planes create the effect of depth and interest, think of later day 2d platform games where they would have several layers of 2d backdrop moving at different rates to give that impression.
Hello 😀 long time no see so i started working on the pants let me know what you think also am wondering, should i add surface details in zbrush or leave it later in texturing fase? such as fabric surface details? i think to my self to just do everything in zbrush and export out different layers and bake them separately to…
Use the game tool once downloaded it will give you some good psd files for the germans US and Soviets. The original vehicle files are very comprehensive with all the layers and uvs but the later models like the Brits and new releases like the hetzer are rubbish, making some of them hard work.
IIRC one of the later builds of UDK from last year added material functions. some of them are node based reconstructions of the photoshop layer blend modes, and various filters. it sounds like what vurtousic was looking for is already availible in stock UDK through one material function node.
We've tested portable laser scanners and no thank you. The translucency of human skin wreaks havoc with it and you also can't keep a subject completely still for the time it requires to do all the passes. It's fine for maquettes with a matte finish but even a slight amount of reflectivity will also mess up the laser. A…
Really cool. Whats your process on creating the meshes from the point clouds. I got some Faro laser scanners at work I can play with. I assume your using photos but I wonder if I can produce this type of stuff with the laser scanners. Anyways would love to hear more about your workflow.