I think this looks totally awesome. Definately getting better. My only criticism would be to make the breeding pods looks brighter and to have some indication that there's something growing inside of them.
Specular scale is defined in several VMTs, and from what I can tell it's just a specular multiplier! It just boosts the specular highlight. It's a multiplier, so the default value of 1.0 has no effect :)
Set your customnode output type to CMOT_Float1 define a name for your input and then use the code below with ofcourse the inputname changed to the one you gave float1(Inputname.r) is that what you mean?
You could define a structure containing your functions and declare it in the global scope. That should work, and it'll be neat. I dont know how encryption affects this, I doubt it will be a problem though.
That's an awesome example Wes I will do that definately guides the eye. So by tonight I should have that and some trash piles as well as some mesh painted ground to add some dirt !
I made him more buff and tried to define muscles more tell me what you think. I mainly worked on the thighs and cavs, the whole upperbody (not including hand and head).
Swizzles examples seem way too ambient and dark. They should have called it a value map since that's what your trying to get, a range of white's and dark's that define and exaggerate the surface volume.
Did a few tests last night and i def need to make the edges a bit more defined. also i will be removing the surface noise in the sculpt and using Substance for the micro and medium details.
They had 4 movies to define this character, whereas Thor and Captn had 2 altogether, and Ruffalo's Hulk only one. Not to mention the Shield guys and girls, no surprise that Coulson is the most popular of them.
Very good job on these, particularly the scientist. I really like the face texture. The hard edges defining the bridge of the nose look great together with the smoother gradients on the rest of the face. :poly121: :thumbup: