Very nice Marv! - but I think his scars are a bit too "deep" and "soft". Anyway dont trust me 100% 'cause I've seen Marv only in SinCity and it might be a bit different in comics . For some reason I cant see hunter images at all
get some money and go for this two DVD'S - character modeling & texturing for a next gen. by a professional from UBI SOFT. http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=6724622&linkID=9241175 The best what I've seen the last 2 - 3 years !
I enjoyed it. For me it was one of the better animated movies I've seen in a while. The Turtle was my favorite visually. I loved how they handled his hands/arms. ***Spoiler*** HEH I loved it when they gave Hammy the Squirrel the energy soda and the world stopped. - BoBo
I wasn't offering a solution, merely pointing out absurdities in our society. And its hard to charge too much if we will pay $1.50 for a soda at a fast food restaurant when we could pick up a 2 liter for $1.09 or a 24 pack for 5 bucks.
This is very interesting, so that would mean that only the dynamic objects would have shadow mapping? If so, thats pretty cool. Do you know if the alpha testing of the shadows means that they can't have soft shadows? All of the shadows from the sun look pretty sharp.
Toomas how's your reading comprehension? Marvel tried to sue the pants off NC Soft because players were creating superheroes very similar to their trademark characters. so Marvel settling with them for no money and without changing City of Heroes/Villains would mean that they "lost".
I like to do a couple of subdivides in Mudbox with smooth turned off then turn smooth on and go from there to retain the shape if you want hard edges on your model. Otherwise they can go a little soft especially if your adding detail to a material like metal/wood.
His lips look very deflated and pursed, pull them out a bit, especially the top ridge of the upper lip (philtrum could also be deeper). The chin's also a bit soft and feminine. I can see some resemblance in the first image though, keep it up!
Any baker that bakes opacity/alpha . "Opacity mask from mesh" in Substance Designer for example. Also you could make your chain laying in flat plane and just render with whatever 3d soft you have using normal or whatever AOV you need and then map it to polygonal stripe
This looks really good! The software looks easy to use and intuitive. I see you can import characters with mocap. Can you import mocap files to use on characters and can you use the stack system to animate over the mocap and mix it? Props on some powerful looking soft. Cheerio