Great Update! Take another look at the painting on the ears the shading doesn't blend into the shadows behind it in the side view. It almost looks like its floating off his head from the side. Are the details on the gloves supposed to be gold metal or just a different leather? If its supposed to be gold metal then I would…
Rayph, bounchfx, Xenobond, maze - Thanks! Appreciate it! Xenobond - I had planned to have some flying bandages floating around his body, but the thought of making coiling bandaids in real time scared me off heh. I should pose him and do this at least in the high-res maybe. Here are some higher-res shots:
Hi Chaps I'm trying this engine for the first time so apologies in I've missed the answer in my thread search. How do you guys bring a model in so it looks like it's on a ground casting shadows not floating in the air? Do you have to bring in your own ground or am I missing a function somewhere? Cheers bluesman
Looks pretty good. Although the fur tips need a bit more fading or anti-aliasing, they get a bit crispy at the ends. And the shadow coming from the trees look like cutout alphas rather natural blurry shadows so its creating some floating bits and artifacts. Aside from that is's pretty convincing, good job with the face.
Oh man, missed something extremely important, do NOT use floaters for the fins. I don't know if those are just block ins or what but those aren't the kinds of things you want to float. They will slide like crazy during animation. I feel I've made a tremendous error naming myself dii cause it's always misread -____-
Personally, I would put a scalexyz controller on your scale, then have a seperate float expression on the x y and z channels. Then say the X is the length of your bone, have a expression on there that factors in your distances in order give you lengthening/shortening. Then also have the fatness of the squash and stretch…
hmm i'm having issues getting it to work in the material is there something i'm missing? i redid it with the sceneCaptureReflectActor and made a rendertotexturetarget2D in the same way as the cube but replacing the new texture taken from that instead of the cube one in the material editor just breaks it. Everything else on…
I've not seen it work 100% in viewport since max2009, it sure as shit doesn't work right under nitrous. It should render fine though. visibility is on a float controller expecting values between 0 and 1 - try wiring it into something like a slider or dividing the x position output by 100 or something so you get sensible…
whats your plan with this? if you just bake it onto a lowpoly, i would just float the panels and panellines. while it is a nice task to cut these in, and knowing how to do it is crucial. from a productionstandpoint floaters will be SO much quicker in these. for the circle shape just check the "how are you modelling these…
thanks throttlekitty. there is definitely something wrong with my setup. i tried just using windows image viewer and photoshop to display my image and then had painter next to the reference image. i activate the eyedropper and hold right click, then float above my reference image but doesn't seem to work. it works…