All these Armor with replicate parts is a hell of a pain, in the past we use alpha , now with the ability of 3d /2d details needs to notice , sometimes I'm wondering how crazy we are spending a hell of the time in "pause preview" to see the errors ..... at least now we have better guns to fight B)
Also, for your VGremix, reference existing contestant winners and really observe and try to replicate the quality of their texture work and mesh quality. You don't get many opportunities to observe their work at your own leisure like this in a 3D turn around.…
The eyes in Mass Effect show the counter-lighting on the iris very well... the left sides of the irises are seemingly lit by refracted light when the lighting is coming in from the right. Looks like your setup isn't replicating this. Pushing the pupil vertex inwards is one way, using a normalmap or bent normals is another.
Really really love it, great works ! May i ask how the cloud was made, was it made in Maya aswell ? It looks like its a geometric-based cloud like the one in this video, which i could replicate using max, but not maya. https://www.youtube.com/watch?v=CZ1J9Af01PY&feature=youtu.be&t=17m42s
Looks like you're starting off on the right foot. I'm glad you're just using Artyom Vlaskin's shields as inspiration, everyone is making those shields these days! You also get points for not simply replicating the shield in the tutorial, everyone should do this! (and everyone should delete the damaged pillar from their…
Damn, cannot test it, 2016 crashes on startup with it and and I don't have a lower version :/ Could you be bothered to attach a mesh like that in the picture? I tried replicating it (with the sharp bends) but I'm probably still missing some details that would make the lerp method spit out something like that. Thanks in…
Thanks! I have work a bit more on this water simulation https://www.youtube.com/watch?v=FEm3PPPPfJQ 3/4 top: https://www.youtube.com/watch?v=DYUpmdpfGiM It's begin to work like I want. Now I have to merge this with my rigid body simulation and add a lot more particles with a replicator.
FLCL has some absolutely phenomenal animation. So I can see why you would want to use it as reference. Unfortunately Gainax's 2D animation is exceptionally difficult, if not pretty much impossible to replicate in 3D (believe me, I've tried). A 1620 degree spinning kick doesn't really work in 3D.
Hey Adam one of the hallmarks of the look your going for is chromatic aberration. Which you could easily replicate by offsetting the red blue and green channels of the image. To make it look more realistic you might want to look into masking it or doing selectively, but it might help contribute to the look. :)…
EDIT: For some reason I some how managed to botch the previous attempts at getting correct subdivisions. Apparently this builds polys in the same manner as the smoothing option does cause it's replicated the same form exactly as before, or as far as I can tell. I think that solves my problem, so thanks man.