On the first one, you might be going cartonny, but if not the the mouth and nose are too big on the face for the size of the head. Not by much, mind. On the second one the eyes look upside down or inside out. Or maybe both. Quick eye tip. Not EXACT, but a good ballpark for you - the upper eyelid touches the top of the…
Try rescaling the frames outside of AE, using a high-quality rescaling filter (Photoshop CS2 has a couple good ones). AE might be shafting you. If you want the right aspect ratio on the TV, 720x480 uses a .9 pixel aspect ratio. When you scale from 640x480 to 720x480, that should squish it just fine, IIRC.
The model was done by MrD and I did the texture - it uses the specs of DoW and while I don't know the exact number of polygons, I can say it's about 2200 IIRC. Anyways, without further delay here it is: !( a second colorsheme is to be found here: http://www.joust3d.com/MitGas/red.jpg )! And at last the flats: I like this…
Hey all. Silly question I know, but my Cintiq is actually my secondary monitor. Is there a way to have Quixel suite pop up on my secondary monitor by default? Its just a minor irk that by default every tool pops up on my primary monitor and has to be dragged over to the secondary monitor every time I load up a Quixel tool.
hi everyone so im currently studying 3ds max and v-ray, i want to achieve a disney/pixaresque render and this is what i got so far with a youtube tutorial, i still have no clue how to blur the the transition from iris to esclera, do you guys have any good tutorials (paid or free) or recommendations for this kind of style?…
Instead of writing a new OSL node, you can also use the UVW channel OSL node with channel 0 to fetch the vertex colors, and then split that with a Components node into the R/G/B. Viewport preview is messed up for the OSL node's channel 0 for some reason though IIRC, but if you use channel 2 for the vertex colors then they…
it's been a few years since it last came up for me but assuming they haven't broken everything you can use arnold to bake the native xgen fur down. it's orders of magnitude faster than converting to mesh and baking from that you need to use arnold utility nodes and muck around with materials but you can get normals,…
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i dont know of anything specific to that purpose but if you drop a model in unity it splits it up for every like 60k triangles automatically, IIRC. because zbrush has no trouble handling dense meshes like that, that would be my go to. Just go to ortho camera and use the split brush or polygroups and you could split it up…
14 - 17 Nov 2017 tasks * Understand the video's world, characters and lore: watch clip again (and again); write questions for friends who play LoL * Ask and answer questions about the clip's narrative arc - what should the viewer be feeling? * Create asset table - what flavour should each asset carry and why? How might…