agitat3d, I'm not sure if you mean roughness or specular values in your OP. It seems like you're talking about roughness/glossiness though. And in that case materials hardly have a definitive roughness value. Every material (aluminum, plastic etc...) have endless roughness variations. Think about how rough a surface can be…
What references are you working from? If you want to actually learn how the muscles in the human body look, I'd recommend against using bodybuilders as reference - they're not natural, and pumped up on all kinds of weird stuff. For starters I notice that the biceps isn't very well placed or shaped. Also, the muscles…
Hi PolyHertz, hope these help. 1. The way I use curve snap is to select your vert then press and hold C then hover over the edge you want to snap it to and press MMB to slide. Works 100% time for me. 2. Not that I know of.. without some scripts. 3. For shell you can select all polys then use Extrude and move along the…
I just had a look through this and I've got to say it's looking very nice. I do have some crits, though: - The bloom/HDR is pretty over the top at the moment. There was one point where most of the screen was pure white because of the bloom/fog combo. I'd suggest toning that down a touch. It may fit with the fiction of the…
[ QUOTE ] Against FFX: For example, I'm stuck at the third fight with Seymour, the guy kills me with one hit. The way to get there was hours upon hours of walking along a narrow, linear path (no branches, environment or anything else to break it up) with random encounters roughly every five steps. The monsters are fairly…
This thread is meant as a more focused and condensed version of my previous WiP thread and some additional comments and break-downs of my work. Finished project here. I won't be going too deep into details, I'll mostly just be showing my general structure. I really want to stress: Even though I'm tessellating and…
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…