Aww yeah, time for a new project. I'm gonna be doing a classic: the UH-1N "Huey" helicopter. This was very popular during the Vietnam war as a "Utility Helicopter" (hence, UH). It served many purposes during that time, and looks bad ass! So I decided to model it. The model I'll be doing is referred to as a "slick". These…
a new job, good food'n'beer, time with the family, some cool games from steam, all 3 ice age films on blue ray, d'artiste character modeling 3 and a netbook. I'm happy :)
latest update; Light usage is controlled via the technique (you must switch to the 3-light technique in order to use 3 lights!) also: normal-map fixes, as per pior's suggestion. **DOWNLOAD**
1: Ferdinand! 2: If you're out here, who's that in there? 3: Her name was Rosanna. Why Rosanna? She had such a beautiful nature. 1: Oh, Ferdinand... 3: I can't take it anymore.
Thanks Panda, Sorry, I'm terrible at understanding :) off hues as in slight subtle patches of colour changes? I'm just rendering using Marmo 3 with a 3 point light system and GI enabled.
i think the biggest discrepancy comes from the 3/4 view. the face has a weird shape in that view. could we see the head without hair at front, 3/4 and side views?
he seems like a bit of a bad ass in MvC 3 [ame=" https://www.youtube.com/watch?v=4hDjttNGgYA"]Rocket Raccoon Character Vignette - Ultimate Marvel vs. Capcom 3 - YouTube[/ame]
hlsl shaders for maya have hard-coded lights, light 1 is a directional light - lights 2 and 3 are point lights link the proper light type to the light 1, 2, 3 slots.
Sorry to ask you this..Since the video clip doesnt work on my side, mind telling me what Doom are you talking about? Traditional dooms? Or Doom 3 and Doom 3 ROE
If you guys have a copy of quake 4, you could try the modview on the console. supports all the materials in the doom 3 engine, but as pior said it needs doom 3 generated normal maps.