Working out definitely needs to happen again. It's easy to fall into the hole think you have to be working almost all day everyday. I'm going to try to be an active member of this community as I feel like I'm hitting the wall by trying to figure stuff out on my own. Luckily I've already booked tickets to CTNExpo in…
I thought that I'd share my progress on the environment I'm working on, mainly because I want feedback, paint-overs, ideas from you wonderful people :) I know I have some obvious seams on the cliffs etc but I'll add some vines and stuff and hopefully be able to cover most of it up. I'm not focusing on that right now. I…
Lighting, rendering, texturing C&C: Pictures help (me&you) and make it easier but here if you had not referenced some helmets before hand it might help you get a visual goal to have in mind before finalizing and posting a piece(next time): helmet ref lighting and look , this kind of looks like what i think you had in mind,…
So, there's good news and bad news. The good news is that I got selective blending to work with regular decals as well, and the performance impact is pretty minimal. The bad news is that the workflow differs a little from dbuffer decals and both implementations don't have feature parity. The most severe limitation is that…
Nice to see you went back and implemented the crits, it looks a lot better. The grip is still very bright and it's throwing the whole piece off, i suggest darkening it down more. There's still something not quite right with the chain, i see you've added lots of highlights in the spec, but it's not showing. What are you…
I'm not sure if it is the texture or the lights but the environment feels like it is outside cause of the blueish tint on the floor, espeically the shadow areas. also the lights feel more like lights you'd have outside than ones you'd have indoors right now. hmm.. and I think a basement like that would be darker in the…
I would like to archive foggy/moody/volumetric lights that shine through windows like in this picture above. I have seen a lot of artwork with this type of light and I simply do not know how to set it up in my scene. The picture below is my scene I am trying to make the light very bright and foggy when they shine through…
Good poitn on the green lighting. I see where you're coming from the the dungeon-esque look fo the green lighting, and it's good that you're thinking about things like that, but it might just be a little toooo green. Your textures are hand painted? If so, you're on the right track. I think you cna kick up the detail on it…
Hey guys Im making the switch over from maya to max and am looking to find the taper option on the bridge tool or perhaps a function that follows along a smooth edge flow. Can someone point me where to go?