Hey guys just finished skinning and rigging my character and gave it a quick render to show you guys and this is what i got: I don't know what i have done but it's weird. i've tried flipping the planes on the robes but that didn't work. I also tried making the material 2 sided but that didn't work. I don't really want to…
I'm still getting into the optimization of Normal maps, I might be stretching them too much, in design and/or in sculpting. Let me know what you think. I may post the Maya renders over the weekend. -my mesh separated on all of the edge-loops when last imported, so if you have EVER seen that before, let me know. Here are…
You could try to do a paint effects stroke and then convert to polygons which usually gives a better result. Its in the rendering menu set, under paint effects>curve utilities>attach brush to curve. Then to tweak it and turn it into polygons go to modify>convert>paint effects to polygons. You can do some really cool stuff…
Once i render a object it brings up a current display of the model.At the top of this page is a save image button.You can click that then look for save image as file type.Then just select where you want the picture to be saved to. Just figureing out the basics here for 3dsmax11.Its a fun little program and i cant ait to…
What i said above is true, but doing some more research you can put in ReflectionCaptureActors. These can be box or spherical projection of the environment. Much like in cryengine. These work really well and will capture more detail. They have an area of influence and as far as i can see are applied automatically to…
Using alpha to save 100-200 tris is pretty much always a terrible idea. You're adding a more complex shader and effectively another map's worth of memory for what amounts to a negligible (or more likely, negative) change in rendering performance. I'm really digging the fat, square-brush paintjob, reminds me of the texture…
Can you post it without all the textures and lighting, its a bit easier to focus on just the animations without all the fancy rendering. From what I can see the body movements look really solid, but the flail has some very awkward motions. It becomes very obvious when it moves behind him in the first scene. Looks really…
Graduated as a Software Engineer few years ago and have been looking for work in IT field ever since while upgrading by doing core courses of Networking such as Information and Storage management, SAN Management, Awamar Administration, Networker Administration for now while practicing game programming, maths and 2d and 3d…
The blade and the hilt seem like entirely different styles. The blade looks like a pretty well rendered realistic style, but the hilt is the same old cartoony zelda -- muck things up a bit. Think of the wear on the grip, the notches and strikemarks on the crossguard, and the dulling and damage that would happen to that…
The ultimate goal of this model would be to prototype stuff in a game, so I created to versions of most parts of the body, one "complete" so I can tear it to pieces, and another one with some faces off, so I don't lose time rendering unnecessary triangles: I don't really like the look of the holes in the lower resolution…