@Thnk -- Thanks dude, and good call! I think what I'm actually going is try to merge/blend those areas together and give her that puffy cloth look-- looking at it now, I don't think I captured it well enough, and you're right, the holes in the shall don't make much sense. @doses222 -- thanks man!
Thanks Muzz, I found a piece of concept art that looked fun and I just wanted to recreate it as faithfully as I could. It ended up being something that was AI generated and had a bunch of problems that I had to solve but i'm happy w/ the end result overall.
I didn't know about the hover over, thanks. Regarding the material. Yes I did know about that thanks... but that doesn't clear the material slot, just disable it. Which is what I was talking about. I know its not a big thing :) but its something I would like, I like to have tidy shaders :)
Wow, now that's what I'm talking about! Works like a dream :) Thanks a million SyncView, you do indeed rock! Bal: Yeah I did get the script running (thanks) but I don't really see the use for the "Average"-function - to me this should be the same as just uniting the smoothing groups *opens can of worms* ;)
I assume you are Talking about Adobe Bridge. Unfortunately it is not advanced enough. But I did a search to see if you were talking about another program and found Adobe Version Cue CS3 which might actually work, must read more into it tho. In an odd way still helped me out, Thanks.
I know the grind of wanting epic
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Pick a tier that fits your deadline and budget, from a handful of nodes for
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Thank you ! Well maybe i force the blur too much haha But if you are talking about the Rimlight .. i dont have much control of it ... its using a fresnel effect as a mask , and dont have shadow, so it goes crazy in some spots, i will be careful in some future project about it ! Thanks again for your feedback, appreciate…
Thanks!After some digging I've exported as a targa and that seemed to work,probably .tga defaults to 8bpp.Anyways,thanks for telling me the actual cause and multiple fixes! :)
Puzzle meets old school beat 'em up? Sounds like the indie game i was working on not too long ago! Just make sure your core combat and puzzle gameplay bleed together to become the sum of their parts. You don't want a "slow" action game, or a "punishing" puzzle game. As for how us indie guys are doing, I'm still "surviving"…
Hey, so I've decided my path as a 3d artist, and thats a hard surface artist for vehicles, statics and weapons. And so, I figured that since a hard surface artist needs to be good at subdivision modeling obviously, I figured I'd need to improve. And this thread Is going to be some improvement for me. I'm going to create 3…