Try it out! This is the best way to learn, by finding out what does or doesn't work, trial and error. I learn the most from my mistakes. Get good reference video & pictures. Try to replicate a real effect. This will keep you on the path. Look into dUdV, a shader trick for water refraction.…
I'm not sure if you called it stylized just so you wouldn't get criticized but that is what is going to happen there needs to be some standardization here, how far you are willing to go or not go in an effort to make the character perhaps you could share some influences that are driving you, things you are trying to copy…
It's fine to emulate styles and it's cool remaking elements from games, it shows you can replicate a style. What would be better though is to make a scene with assets that you've concepted yourself in that style. For example, imagine you're working on a scene from a future WoW expansion:D Good work though dude, keep at it…
well.. i don't know considering i don't do this stuff a lot so if you drop the attitude that would be swell. but i've messed around with padding settings and set it to 0 and was able to replicate the results from an earlier bake. I don't know if this is a good result but i'm happy with it, now i need to lean texturing.
Thanks, yes, I used the same geometry in handplane. I was able to replicate the same dark areas however using both the original low res mesh and the final LOD mesh. I used an external cage in xnormal (the one I exported from baking the lighting in maya) so I'm wondering if that possibly introduced a problem.
This will most likely be something that Valve rolls out when the submission process is set up. But for now I personally just search for some good images on Google for the Idle pose, and replicate that. Once the real idle poses come in, it shouldn't be too hard to adjust your animation. I attached an image of what im using.
this has happened to me a couple times this week (and just right now), you on sp4 as well?... that is a cazy bug. if anyone can scrape a fatal error text that would be great. i haven't ran that dr watson in a while, i wonder if that would catch the error. it hasen't happened for me at home, but ill try and replicate it.…
It seems mysterious until you think about the more technical/mathematical side to 3d art. I image some people, especially hard-surface modelers or people interested in replicating real-world objects, enjoy finding how things are put together and accuracy. Of course that's just my opinion so take it with a grain of salt.
Current face and hair. Planning to replicate the effect of wind so the hair will be getting a lot more movement during that phase via posing and adding loose strands, don't worry if it looks too straight for now. Also this marks the second month I've been working on this, kinda wish I had more spare time.
I think for something that has any significant portion of folds, its worth it...you just can't replicate that level of realism in a short amount of time sculpting from scratch. I prob won't use MD for skintight stuff or accessories like pouches but for larger garments, I absolutely will start using it more and more.