if you have a concept or a sketch done on a side view of a gun model, sometimes its very helpful to sketch a design on side view, then use projection to project your designs or sketch on a model and then later on do some illustrations or model highpoly parts based on the sketches you have done.
Maybe by dot product of view and light orthonormalized to view?float3 lightOrtho = lightDir - viewDir * dot(lightDir, viewDir);rim *= saturate(dot(lightOrtho, viewDir); That'd make it directional (unless the light is directly infront or behind the camera, then it halos out like regular rim light), but also constant.
This is a nice start. I do not like the bind pose for the back legs as you've drawn it, though. I am, however, a fan of the top view. Most of the models I've seen thus far have not had a nice sleek top view. Interested to see where this goes. Do work!
Hate to get in a fight with a rabid madman like you, deja (I could lose an eye or something), but I'm pretty sure it doesn't. GI is a view-independent calculation, reflection is view-dependent so it's impossible they share the same calculations. Unless you're being sarcastic but it's hard to tell with you.
In color management preferences there is a "view transform" box and above that a "rendering space" options. i found this after maya lt 2016 told me to change it to stingray. This just applies to the view port so i'm not sure if thats what you're looking for XD. Maybe there's something similar for rendering?
Multiple views will be helpful .From this view alone I can tell you that her cheek muscle/fat are not going in the right direction -> mouth corner and I have seen muscular middle aged male with same forehead so maybe give her something a bit more delicate
Nice work dude; i'd say try and test your textures as viewed from angle as well as straight on, this'll allow you to see where more shading is needed in certain areas. For example your tiles look great from straight on, but they look inverted when viewed at angle.
It is looking much better! i have to say the cut to where she is crouched looks a little strange. maybe add a pause before you cut to the next view. So add a few seconds of her crouching then switch camera views and hold the pose a little more then continue with the animation
I think the fisheye effect comes from a ridiculously high fov, somewhere around 180. I dont know really, theres probably some way you can distort a camera view in kismet, but I'd presume you might need coding to distort the player view/viewport.
medium dark ambient light: http://s28.photobucket.com/albums/c208/jarrod1937/?action=view¤t=prev_lighting_med.jpg dark ambient light: http://s28.photobucket.com/albums/c208/jarrod1937/?action=view¤t=prev_lighting_dark.jpg should i up the speclar exponent some for that increase moist look?