Ok, round 2. I made a new texture and built a heightmap. I quickly realized that to avoid linear blending at all (giving me the sharp transitions that I want), the shader needs to be able to filter whole patches of grass. The idea to solve this is to collapse the whole grass patch into a single point coordinate, and for…
The easiest way would be to create a 'tracer' effect in the game either via the game engine if allowed or through the shader, kinda like many particle effects back in the PS2 game days, where things followed a node (say in this case, the face) and would register every X seconds the interval of the animation and position…
I Think you have to a long way to go, I just wanna helping you so be aware I speak from my perspective & it might be at first hard get real critic. I like your modeling of the Headphones, but the rendering, lighting & colors are really bad. But Here some advice. You have to learn rendering for it. Your plastic Looks to…
Looks pretty cool. You may already be addressing these points, but a few things jump out at me: - Backpack thing seems high poly compared to the rest of him. - The thumb seems to be coming directly off the side of the hand, but perhaps it should come off at more of an angle because the thumb is attached more on the palm…
Definitely worth testing - sort of linear version of Substance Designer :) Run into problems with first test: 1. Tried to apply maps on cube exported from 3ds Max (properly UV'd), tested with all different Guruware (gw::OBJ-Exporter) OBJ settings + with or without material or smoothing groups on the mesh. 2. Neither load…
Hello Duyvu2709 If you are looking for feedback here it go ( if not , ignore me xd) : - Nice start , the poses are there but the problem is that everything looks like the computer is doing a lot of work. - You need to put more poses/keys in the parts so you take control over your animation and not the computer go from…
A real simplified step by step: 1. Find some orthographic images of a character to model 2. import them as image planes in maya 3. Add primitives that approximate the main volumes of the character (torso, head, limbs weapons etc) and set an appropriate amount of starting divisions and position them to match the image…
I wouldnt say having a pro account isn't essential, however it does have some good features that can help grow the attention/exposure part, such as the blogging features where you can share your process or thoughts with other artists and that can help you be seen as an expert in your field. posting your wips and more often…
Nice character! I do agree with the comments that the character is looking to clean for his own good. ;) My crits would be add more contrast and texture variation in the skin tones. In Vertex#1 Jacque Choi does an awesome write up about them. Also to be super nit-picky I think the hair could use some more work too. You…