This is what the Disney brdf ggx model does. It was developed on the film Wreck-it Ralph to simplify the amount and type of maps needed to create realistic materials. It has since been adopted by modern game pipelines and is pretty much the new standard in realtime texturing/shading. The metalness map defines whether the…
In 3DCG perspective is done for you, i've not studied perspective anywhere near as much as i should have... I could probably wing it and draw a tank/sci fi interior but i definately know i have a weakness there. Thing is, if i was to have a simple box model with all of that done for me it becomes a matter of rendering form…
Update: -Resized the bangs and tweaked the shape. -Adjusted the torso so now it is shorter. -Completely redid the 'sideburns' -Defined the arms a bit. -Defined the abdomen. -Adjusted the shape of the scarf according to the reference. -Added gloves and skull clip. Need critiques on the physique so I can finalize it. I think…
oooo, the devil certainly is in the details! Awesome! As for a crit, I do feel that the details in the face are much less defined than in the rest of the model. I understand that the face isn't predominantly displayed, but I think that making the elements which are shown through the mask pop a bit more would go a long way.…
Tried to fond a small tut by Adam "Tiros" Fransson but it's gone from the G-A thread he started and his site is gone. Maybe ask him your self about it. I found it help full when i first found it. The basics of a gloss map is this. The black and white in the texture defines the falloff of the specular. White, 100% is full…
Hey Brian thx for the tips you are definitivly right about the time. Will keep that in mind This time I used the basic material which definitivly feels a lott better. if you have any other materials you could recommend feel free to. Today's sculpt I mainly had problems with the face. In the end I ended spending less time…
Ok the model is uv'd and im cleaning up the normals as I type this. Im going out for a bit but I'll get you guys some screens when I get back. Allyx- Yeah it is a crazy big chizzled out chin... hehe.. and yeah its a mailbox. Xysdf - Your definately right about the anatomy issues. I reworked the triceps, they're still not…
this is looking cool man i like the overall design. i would actually put some thought into the crotch as it just ends and there is nothing there ( you don't need to make a penis but do something that transitions a bit better into the rest of the body instead of a flat surface). i would also define better the arm and hand…
nice, i'd suggest to add: * "SinCos(a)" because generating cos and sine of the same input is faster than individuals. And typically you want both for stuff like rotation * "Step(a,b)" allows compares ( a <= b ? 1 : 0) which is really useful. * "Sign(a)" returns -1,0,+1 depending on sign frac = fractional part of a number…
It's great to see you rig it up and do a walk cycle, good stuff. But you might be jumping the gun. I agree. The texture is also in need of an overhaul as EQ pointed out you need to build form and define shapes. Also since this is diffuse only, you need to either make good use of the uniquely unwrapped UV pieces or you…