Damn that skin shader was... probably the best I've seen I think. The hair brought it down just a bit (more so his hair on his head, the beardish thing looked pretty nice). Loving how you guys are doing these news posts, muchly appreciated.
Hi guys! First time entering an animation contest, so I'll try to do my best. I will be using the ConanRig. Concept art by M ZM Model by Tri Nguyen Conan Maya Rig made by Truong I know it is being used a lot already in this contest but it is a really great rig. :smiley:
Hey guys, I've done a quick, simple binder for my future scene and thinking ahead a bit I'm wondering if it's possible to only unwrap one of the rings on the actual 1x1 map and just have it copy to all the rings? So when I texture the binder, the rings all look the exact same anyway, is it necessary for each ring to fill…
Since copywriting is a huge deal in creative works, I want some clear information regarding copywriting for the Workshop. So can I copy protect concepts under my name, will Valve have an issue with it? Or will it be registered as "their" assets? What I do know is that Valve copywrites our work once accepted in the game (if…
use the maya blinn material for zbrush, it'll help you capture the shapes a little bit better when comparing to the reference. pay particular attention to the fatty area above her lips, yours seems to curve inward really steeply resulting in a bizarre highlight, it should be a smooth transition up to the nose. her lips…
I've been making a list of studios that are in the US and Canada. Been using it as a resource to help find work in the industry. All of the pages should lead to the career page of the studio listed. Anybody wants to use it, feel free to (URL below). Also, If anybody can think of any studios that I missed, please let me…
Hello friends! It's been a long time since I've worked on a personal piece and while I'm admittedly bad (and impatient) with modeling, I want to strengthen my sculpting and texturing skills while also giving myself a new environment to light. Things are a little crunchy at work, so I don't expect this piece to move at…
The black & white tile is far too distracting; it really overpowers the entire scene, especially in brightly lit areas. Boring floors are fine; add some clutter if you must have something down there, but it's really best just to keep the floor itself fairly bland. The couches just sort of hanging out at the columns don't…
what minotaur said plus... add a main light to the scene using maxes RT lights casting a shadow... now use this to trace a cut round the main shapes splitting the mesh into two parts a directly lit part and a non directly lit part add a paint modifier and add a blueish m tone to multiply wherever the sun doesnt shine...…