In my point of view, it's hard to avoid kitsch and cliche in context of both fantasy and sci-fi illustrations. So I decide to go ahead and exploit classics of genre: streamlined and sex appealed idea of chromium-plated female robot as legacy of overerocized vulgar sci-fi illustrations of the past. For this purpose, I am…
How's this? The strand isn't gone in the first one, that's for the nose, the second was done a bit later. Added veins on face, in eyes, tear surface. Could be too simple but it is supposed to be realtime...
So I've been following the folowing tutorial: http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/UT3_tutorials.html And have had a couple of problems using Maya 7.0 and actorx. I've been using the FBX rigs supplied by oXYnary, located in the following thread:…
I am much like yourself and really don't like the interview process. One thing that helped me get over the "oh crap I'm going to say the wrong thing" is to think of it as you are interviewing them more then they are interviewing you. If you are confident you can do the work and ask questions it will take the pressure off…
Unless I am missing something as well, don't think you are missing anything. Don't even need to get the component mask for R in your one> You are component masking a float but it's already a masked float straight from the vert color node, so that shouldn't do anything. The other graph basically ends up multiplying the vert…
This is for Max, but I guess it can be adapted for any application... I'd just unwrap the model how you would normally do, but arrange the shells in one half of the UV Tile...then scale everything in one axis until it fills the UV Square completely...when you then render your non-square Map/UV Layout, all should be…
Well i just tested it, it works :O. So all i did was bake a turbo smoothed version of the mesh that lacked eyebrows and nose onto the low mesh that had those details, and used a simple ramp shader (via xolilul shader). I don't think this is anything close to what they are doing, but its interesting none the less. The more…
JKM: since the first shadermodel 1 cards (geforce3...) it was possible to do skinning on the GPU. Basically with higher shader models, it became more efficient to do (can do more bones and more weights). This in fact is done, so what you heard is wrong geometry shaders are mostly good for "generating vertices", which was…
For a university project we want to use the Metahuman facial rig on our own characters. So far I have managed to detach the head joint from the Metahuman neck in Maya and attached it to a root joint at the centre of the world. I have also managed to import some mocap animation from LiveLink and applied that to the…
I don't think that there are precise points on the hue wheel that are set in stone as "this is the warmest and this is the coolest". Different people may choose slightly different points for subjective reasons. This page has some interesting text: http://handprint.com/HP/WCL/color12.html#warmcircle The only time I have…