In my limited experience w/ Maya it became necessary to start thinking in nodes the more complex a scene got. That's all a scene is in Maya is a bunch of nodes. They think they're so cool those fucking nodes. Paint job on a stylized head:
That Guile is looking sweet Don~ Finally got a chacne to mess w/ my tank~ S'been forever since i've done anything... :D Side note: Those tread links are waaay too big, Need to go back & re-do them... Other than that, getting close to being done :D
bill...super nice. awesome. kite(post)...agree w/KP. i actually saved that image. Ruz...looking really good. only thing that catches my eye is the pores/skin normal on his torso...looks like the "pockets" are a little extreme. awesome work. almost finished....future, raver, dancer kinda girl.
[ QUOTE ] bill...super nice. awesome. kite(post)...agree w/KP. i actually saved that image. Ruz...looking really good. only thing that catches my eye is the pores/skin normal on his torso...looks like the "pockets" are a little extreme. awesome work. almost finished....future, raver, dancer kinda girl. [/ QUOTE ] Uma…
Just some screens for an art test I did for America's Army: Mental Ray render. Various angles. Attempting to get it into the Unreal Editor (Gow) ;p Latest attept w/ getting the shader to work properly... Anyone knows why the handle (recently added) appears black? I think it's normal map UV space may be a bit too small....…
you need to observe how "specularity" in everything you see. not all things reflect white light (its actually the sky or a certain light source). b&w spec maps give off that plastic look and sometimes metal. colored spec maps adds vibrancy to the overall material of the model. like Mashru's Hellboy, look at specularity of…