I think the strands need to be much thicker, more wiry for readability. Your strokes on the texture flats look super alias-y and cross over each other in a kinda weird way, so be bolder with that. Your card placement looks headed in the right direction, though.
refined it some more and rounded off most of the kinks. painful! is there a function to only subdivide & smooth in X or Y across a surface? (blender or 3ds max preferably). still looks better with toolbags subdivision toggled on :) will probably use that for final renders then. ninja-edit: vertex-colors!
Here's how my current artstation page looks, I'm getting more and more happy with it, could probably redo some of the Text-y thumbnails to not be as intrusive and.. inconsistent. If anyone has any C&C on ANY of the content in there I'd love to hear it! https://www.artstation.com/jakobgavelli
OH! ok, ya, that happened to me and my friends. you just gotta keep trying. if you keep pressing y to type in a code, the code will stay there so you dont have to keep typing it in. it took me probably 10 tries before it went through.
thats y you need to run the plug in importer for 3ds max. but you cant just go in and have a look at the textures, it saves it out as one seperate file with it all gathered into one, same with the game shaders but alot of the time max will n ot like the shaders...
Yeah you have to plug them. No, its different because they have different coordinates. One gets projected from X direction, the another from Y, and the third from Z. So you get projection from 3 directions -> tri planar projection :P
If you want unique settings for each object, I think you should be able to use the X,Y,Z of the object to put into the vector 3 parameter, since none of your objects will be in the same location, the information sent to the shader will always be different from object to object.
Very nice! lovely theme/colour palette in this piece. I'd say my only real critique would be that the bloom in the sky is a bit too much, a little bit towards the bleaching side right now but other than that the atmosphere/mood is lovely. good work (Y)
well, you have to use the horizontal size for the X and the vertical size for the Y eg. 1/1920 and 1/1080. it can become slightly confusing, especially when doing larger blurs for a bokeh but especially with those it gets realy obvious if you don't do it properly.
well easiest way would be to select two edges, and press connect. but if you want a line to be exactly straight, choose the vertices you want, and scale them to the x or y depending on where their located, that will pull them all into a straight line. very nifty little trick.