just wrapped my head around anisotropic maps myself since ive not heard of it either... found this and think its nice: http://www.poopinmymouth.com/process/hair_tutorial/ng_hair.html and alos http://www.polycount.com/forum/showthread.php?t=98983
You posted this with perfect timing. We just got the Autodesk Entertainment Suite at work and I've been trying to wrap my head around Maya. I got a copy, makes much more sense now. Thanks!
Vig - I think Unreal 3 needs 100% closed meshes. Something to do with the way it shadows the meshes... a close mesh will halt and shadows from wrapping the mesh and going within it. That make any sense? I'm tired.
Very tight! I love the detailing you have going on your models, and the packaging (graphic design, music, sound effects) really wrap it up nicely. I doubt you'll have any problems finding work
Looks great to me. However, I would change the section header from 'Conceptual Art' to 'Concept Art', since 'conceptual art' is what Christo does when he wraps landscapes. Just a nitpick, really. /jzero
High poly (99%) done! I have stuff to do before moving for holidays, I think I'll set PBR materials in marmoset before jumping on the low / bake. I want to wrap my head around.
well, thats not very nice to say Ott.. Pencewd, try to work some on that specular map on the first cahracter.. looks like he is wrapped in plastic film... a bit messy page otherwise, bit hard for my eyes..
in addition to loading envelopes you can also use the 'skin wrap' modifier which can skin a mesh based on a different mesh's skin weights. this can then be converted to a normal skin modifier if desired. comes in quite handy.
@DarthMaul Thanks for the feedback man, The wood already has quite a bit of normal detail but i can try tweaking the values. Also the wrap is meant to be duct tape but maybe its not coming across well enough.
As hard as I try to wrap my head around it, I don't realy get how this could be done, I kind of understand it but it's just put together so tightly... wow just wow, realy impressive!