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…
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…
Thanks guys. Ruz that was done in max using the Hair/Fur modifier (previously known as Shave and a Haircut) and renders in a few seconds. Because its a sheep I can use thicker strands with fewer segments. I'll take a screen grab of the settings if you're interested in trying them out on your sheep. I made a cut length map…
@vitor looking nice man how did you do the intricate detailing on the armor? really need to find me a technique to place things on surfaces like stickers. @snake: insert wood (joke here) OH DAMN. Nice looking wood though man, its real effective on those edges Excuse my lacklustre presentation skills and its a shame about…