Sometimes I feel that I am alone feeling that the EA's of this world deserve to have the position that they have. They buy what the CAN buy. Companies like Dice do have a choice and I think that people tend to forget about that. Being bought by a company like EA is very attractive for the management of the Dice's of this…
I would suggest moving him back, or shortening his arm a little bit so that you can get a quick over-extended frame. I agree with what everyone else has said. I don't want to detract from your work, so I'll just link.. This is the animation I made when working on mighty fist, I wanted to make sure he used his whole body,…
I love it. Very nice texturing there. I should take notes for my own gym. Can I see a close up of the chair wire frames? I've been failing at making nice ones for years. I've only done passable simple ones like you'd see in vice city, but they look like shit in a more detailed scene. On a side note, I was looking at the…
There is one more thing that could cause a snag and that is planted keys if you had any. You'll want to copy paste the pose on each frame, and turn the planted keys into free keys. Then you can zero out the X position. You can also save out a few frames of the biped in the position you want, and save out the newly freed…
Ah, took a look at the movies on a friend's PC. Looks to me like dynamic lightmaps... every triangle of every mesh has it's own unique UV space, and the scene is rendered every frame into a set of lightmaps. This is cool because you can also do bounce lighting and soft shadowing... but it can be uncool if you're lighting a…
One thing that might be worth considering is where you put the damage. Generally you'll get the most damage around edges and raised parts. The braces around the green section for instance would look much better if you scratched them up a fair bit as would the edges of the red bit. It might be worth lessening the paint…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
In Max 2018 I only have V-Ray 3.6, but I did see your problem. My frame buffer history: 4. = IPR using V-Ray RT (what your renderer was set to) 3. = Render using V-Ray RT. 2. = I switched the renderer to V-Ray Adv. 3.6 (instead of RT) and pressed Render. 1. = IPR. Same visual result as Render. I suggest not using RT…
Hey, Thanks for the reply. Alot of the Material work was done by Andy Kreutzer and Jeff Horal, My leads. Our goal with the Materials were to get it to look like an anime background. We made use of vertex painting for rust, wash color and paint stripping. The main look of the materials were driven by lerping basic color…
Thanks, guys I really appreciate the input. BradMyers82, I'm glad you like the sculpt I was actually pretty happy with it but you're right about the post work. Right now it's just a screenshot right out of zbrush. I might go back at one point and give it a cleaner wire-frame so I can render it properly. stevston89, thank…