The stomach is looking a bit flat at the moment, the 2 fat folds under the pectorals are a bit linear. Round them off and give the underneath one a bit more bulk than the other :) Also seperate the bottom of the stomach from the groin area, the stomach should hang over the groin area and not blend into it as much. Hope…
Hey Lee! The first thing I noticed is the spine, it could probably have a better curve in it. Other than that I think your poses are good, the movement in general looks good too but the arms and feet are very linear. It's missing an overall sense of weight and the head could use a bit more movement. I hope this helps!
after a few hours of creating the pillar this is what i have : The way i did this is to bend it around a circle whit a non linear bend deformer, my question is is this a good way of doing things or should it be done diffrently? also i cant seem to figure out how to do the bottem circle on the pillar any tips?
Just invert the roughness map to get the gloss (although make sure it's in linear color space first). Most dielectric materials have very uniform spec values, so actually the spec will likely just be a flat dark grey (this is what a metalness shader will use for the spec anyway if you plugged in your albedo, metalness, and…
edit: I found out why its looking jagged on my pc and not my laptop, I have it on my pc to be set up for linear when I was doing my DS texturing a while ago....reason it looks that jaggedness and didnt even realise theres are all viewport grabs was why...my bad
Super Castlevania Iv, i feel this was Castlevania at it's best. With the 8 way wiping and linear stage progression, it is 16 bit gaming bliss. I love SotN but to me Super Castlevania iv will always be number one. I was lucky enough to find it pretty cheap($25) and has not left my snes all week.
when doing the quick rig, do the step by step option. It lets you change the binding settings. By default it is set to linear iirc, try setting it to dual quaternion, it should give you better results. The axis on your mesh seems to be rotated weirdly. Try freezing your lowpoly first so the transforms are reset.
Mongrel, here is my result with some tweaking: My settings: I imported your OBJ. Entered the 3D viewer. Adjusted the cage and saved it as a SBM. Reassigned the meshes and rendered with those settings. So I bet the problem was just the adaptive AA, the bias and the attenuation ( notice I set the linear atten to zero ). Hope…
I’m having two issues with my textures in a material. The base color fades a lot when adding it to the material, and the Ambient Occlusion input seems to do nothing, so I had to multiply it with the base colour instead. Here’s my setup: This is how the colour is supposed to look: As you can see it is way more saturated…
[ame=" https://www.youtube.com/watch?v=BjE8kNdnxPc"]broplem? - YouTube[/ame] that ought to explain what im experiencing. somehow the controller decides to do a little detour when executing the animation. The animation in the video consists of 2 keyframes at frame 0 and frame 20. Curve editor looks normal.. tangents are all…