A tri, a polygon and an N-gon walk into a bar. Barman asks what they'd like to drink.......... non of them reply because they're planes in digital space held together by vertices and they can't talk, never mind drink, so how the hell did they walk into the bar in the first place? admittedly, not my best joke :P
It's really all preference. I personally think one level deep is as far as the navigation should go, with all the beauty and construction shots in one vertical scrolling page. If those are clickable, open them in a new tab with no formatting. Just make sure you watermark your email or web address on the image. That's as…
the colours all look like the need more variation, the spec or gloss needs work on the legs - they just look kind of wet right now (I actually preferred the look of them in your second round of textured pics) and the vertical lines on the shin look random and not ...accurate? the look better here before you changed the…
@Jean-Pascal - Not 100% on this, but I think the jagginess/distortion occurs in areas where the displacement map has no information to pull from the normal map. Bevelled parts of the normal map will displace much better than perfectly vertical ones. I could soften falloff between the stones and mortar in the displacement…
@throttlekitty Thanks for the reply. Playing with those options does help me get a bit better results. As for specifics, I'm trying to deform clothing to fit onto different bodies. each body has different topology and weighting to the skeleton. Usually I just do this manually, either by moving vertices or the grab…
Here's the scene for anyone willing to take a closer look. I included the .mb file as well as the normal map. It's not rigged, but you can easily see the problem by selecting a few vertices around the problem areas and deform is a bit using soft-select. WARNING: NSFW…
The only way I've thought for this is to copy+paste my original non tiling texture below the first one in photoshop, flip it vertically and horizontally, and...well that'sit. Probably the crapiest noobest thing to do but since I used it as an alpha for the noise maker...guess it was ok'ish... still I'd also like to know…
And then let us know. ;) I've been wondering about this for ages. If it's high enough poly, and your computer can handle it, I know you can bake AO to vertices in Maya, and choose the bright and dark colours. I've yet to try that, though. (Edit: Just tried it; it doesn't seem to work the way I thought.)
Great, thanks alot for that eye opener mark! I will know try to cut it as you said near the armpit. But that will lead to another questions about normals in general. When i merge the cutted edge of the shirt-mesh with some vertices of the coat, isnt that a "bad mesh" because the normals are not "even"? (i hope my question…
The latest fire I created had a teardrop shaped mesh with a vertex shader that had noise panning up to offset the verts in a kind of wavy pattern. Then there was a fire texture panning up as well. Those meshes scaled up at the start of their life then down at the end, but also stretched vertically over their life. Looked…