cool marine, i like the design, and her soft facial features. I agree with the other guys, she could be tightened up in some areas, and the texture could use some more dark shading, like under her crotch. im jealous, i want to make stuff too!
1+ for ZShperes. I do that too, it's just so perfect for making trees. Very easy. For really realistic, or very detailed ones though, I would have to agree that your best bet is third party soft or scripts. My personal favorite was Treestorm, very realistic branching and dynamics.
clay tubes plus flatten ftw Less soft, squishy forms would be good to indicate concrete (hard), would take a while to wear down to that level i think. Maybe some less intense alphas on the hp too maybe, dunno. and choose more interesting subjects dude :P
Yeah that's what I was afraid of. I'll go ahead and re-bake it with the proper hard/soft edges, thanks for the information there. Any other tips you guys might have on the material setup I have here would be greatly appreciated. Thanks so much for the help thus far. :thumbup:
yeah that rocks!your progress is awesome what renderer do you use? sun light should not have soft shadows a little blue ambi light from the sky and a little more diffuse bounces and your lighting should be done :) beside the fire light the foliage looks good too!
hey, looking good man! That texture is super nice and clean. Im very curious about how you go about getting your nice sharp-to-soft gradiated variations, especially in the cloth folds. Would you mind sharing some of your process for how you got those?
IF this was Max I'd say you have overlapping UVs in the baker for the black hair, and no smoothing groups, because MentalRay outputs that sort of map when you have those two problems - however, since you say the edges are all soft, I have no idea because I'm not familiar with Maya.
Why is it that someone always wants to compare by ramming something through our urinal tract? That's not an even comparison whatsoever. It would be more like ramming a rotton cantaloupe through your anus. A baby's head/skull is very soft at birth (for the purpose of birth). Either way, I wouldn't want to do it
HI, This might be the biggest thing I am currently missing in Maya as a former max user. Imagine situation when i want move some vertices with soft selection in awkward way. In max I just setup my camera angle perpendicularly and use "screen" orientation. That's it. How do you manage in Maya? Thanks for any advice.
So I'm looking into Edit Normals, trying to reduce polycount and avoid using normal map to get soft edges, however it seem to be kinda tedious to work with. Any change to the mesh seem to fuck up the normals again after editing them. Any advise or suggestions to how to use them? Especially, how much is it actually used in…