Hello, everyone! I'm a Computer Animation instructor at Sheridan College in Ontario, Canada. I'm pursuing my Master's, and my topic is rigging education. I’ve found rigging to be one of the more challenging aspects of our curriculum--and I'd like to figure out how to do a better job teaching it. (I’d also like to use my…
I've been working on a personal project for awhile now but now I have reached a point where I have no idea what I'm doing. I'm a big Metal Gear fan and there's a Metal Gear Risk board game that I want to upscale to a war game scale for my own personal use. I've worked out just about everything except the miniatures. My…
Just as shown in the image below, I took a picture of a mushroom, and the AI directly generated a mesh. Since it was quite irregular, I used Quad Remesher for retopology. I feel the results are borderline usable. What do you think?
Thanks for the reply, @d1ver! To be honest, I don't know 100% how I feel about this. I have no doubt you have good intentions, and there is no question your are being actually helpful, too, but it is advertisement of sorts. Maybe add a link/disclaimer to your signature that clearly states that this is your tool so no one…
Hmm, I was trying to condense an abstract concept into a
more concrete and practical advice, but am realizing that it was probably too
reductive. The point I was attempting to make about the area marked up in red
was that those secondary forms you added weren’t very “descriptive”. They don’t
communicate any useful…
Hey ToRuKMactO, Glossiness is a parameter of the specular part of your shader material. If you consider that Specular (aka Specular reflection) is a reflection of the environment around your object where black on your spec map indicates 0 reflection and white indicates very reflective then glossiness indicates to the…
Thanks for the feedback. Good, bad, or indifferent, it's always welcome. A few points if I may. 1 - I'm Irish, so by nature we don't ever 'Hollywood' it up. And I certainly won't be pretending to be 'more energetic' any time soon. 2 - I work 60 hours a week. Spend about 20 hours a week on personal work. And put these tuts…
in max / simple Cg world: diffuse is surface with normal at maximum 90° to the light. beyond that (backfacing light) is ambient. so in opengl or whatever you will find two color values you can tweak for light and material: diffuse/ambient. which will be picked based on normal/light relationship. however as normally those…
@Fabi_G @Noren Hey there, feedback applied to the scene, which included: - Adjustment to materials, introducing more roughness values. - Embedded ritual circle better into the ground - Paint no longer goes under the ritual bowl stand - Disabled VFX for ritual - Created an extra crate for variety - Improved transition of…