Hey everybody! Last week I had some free time and I decided I'd make something to give back to the community. Polycount and sites like it have provided a lot of good learning material for me over the years, and I figured maybe this will help someone else out. I noticed that I have a number of students following me on…
I finally have some free time to learn Modo, and with the recent release of Modo 701 and that recent vertex normal script, I think this is the perfect time. I am watching a video tutorial at the moment but it doesn't cover a lot of Maya specific things that I like. Question time! 1)I got Modo setup to navigate and control…
actually the breasts need to stay the same size they are to fit with the exageration of the rest of the character, right now they actually need to be EVEN BIGGER. the problem is that they are longer than they are around, so they look like torpedo heads. give them a more sphereical shape, and let them "hang" a bit more on…
Hi, Well you're right and you're wrong. I am a recruiter (but a lovable one), so you're definitely right there, but the jobs I put up last night are all for 1 studio. I got the requirement list in last thing last night. I actually have 32 more jobs from 2 other studios that came in since last Thursday and feel a bit like…
Alright, I tweaked the contrast of the lighting from lit to unlit. I will say it looks a bit more realistic and smoother. I updated the model for the large central pillars. I figured out why it looked so "waxy", it was the normals. It was too smooth. I adjusted it and added some sharp corners. I also updated the materials…
Hey Cgtest, These are nice and focused, though they might still be biting off a bit too much atm. The structure of the faces and the value/colors feel a bit off, I did paintover of the first girl to illustrate what I mean: Proportions:I adjusted some of the proportions of the head, placement of the facial features and…
Alright here are some updates. I took crazy's advice and started building this in UDK with some base textures. So far I have a sand/dirt/rock texture. Taking a bit longer to completely hand paint textures than I thought... how the hell did people used to do this lol. It took my a while to learn a lot of udk like vertex…
I swear there is something about the textures and how they're showing up when lit. Not sure how to describe it, or even if I can put my finger on it. Kinda like they look jittery, just sort of lack clarity. For comparisons sake here is the trees unlit. IDK if you can see what I mean from this and the above pic, but in the…
You need to take a step back and think about how the room would really be lit. The ambient lighting is killing everything, as you've already noted. Really, the light coming in from the roof would hit a surface and scatter. The bounce light from that scatter should fall off, meaning your walls should not be lit evenly. Try…
The terrain uses vertex lighting so this is most likely a precision problem. On the side close to the light you probably have a vertex just under the edge of the model so it will be in shadow while the vertex a bit onfront of it will be in lit. The edge of the shadow will be drawn halfway between those two vertices. Moving…