HI Folks, it's me again. Since the last post was better than I expected in terms of feedback and comment (which I have to thanks to the community). Now Im starting a new topic but this time wanted to share with you my progress in this new project that I'm working for an online workshop with the amazing brazilian artist…
I distinctly remember Phantom Ganon's mask/face in the game having the visual impression of an animal skull that had been warped/compressed to fit over a human head, which made it both creepy and memorable. If you want the Phantom Ganon mask to really 'pop' more (for lack of a better word) you need to actually lower the…
in the case of the image you posted in the thread there, everything is too high for a PS1 scene in poly´s. Back then we did not focus on quads for one thing.. Not on the playstation atleast. So the arch-way would be much cruder, and the lamp posts would be 3 sided cylenders or a sprite on a plane with a camera facing…
Hey, they aren't UV seams, I just haven't cleaned up the corners yet :) Thanks for the paint over, I'll make some modifications! Funny enough, if I turn off the AO it matches your paint over mostly :( bad AO! @Torch - Weird topology? Do you mean that extra loop where the rib is? That's actually an old image & it's been…
Hi Dartist, it's great to hear that you want to improve :) First off I'd like to say that rendering wise you're off to a great start. You've got a really good understanding how to blend colours. The thing that's standing out the most to me is the stance on your ginger haired character, the perspective seems a little off so…
hmm.. yeah the face and neck feel really odd. LIke the weight isn't hung right. The double chin you've got going looks more like a prosthesis than actual fat. since you still have the gaunt to her cheeks and definition of her jaw. The face should sorta flow into the neck and torso if you want her that fat, and the second…
Hm..its silky smooth for me. I will admit, the music starting in when you zoom close to the character startled me...I almost fell out of my chair. I really dig the shader on this guy...is that just a default color/bump/specular? The shininess is really tight though..he actually glistens when you look at his back. I think…
Adding "moar geo" on low poly is another solution often cited. But yeah you can always predict this behavior if you understand how the rays are cast. check the linked sticky. The idea with the breaking of the center bit as suggested is so that the cage ONLY pushes out in the X&Y since the only adjoining faces are the ones…
Also, there is something very important about using non-square tiling textures. When you first do your UV projections, Maya / Max will do its best to project the face with a 1:1 ratio of the face to its UVs.... meaning a square face on a cube = square UV shell. With textures that have a 2:1 or 4:1 or 1:2 1:4 ratio (like…
I found a way to fix the sorting issue and still have DepthFade! :D Principle of this Setup* Use Triplanar Projection Mapping (World Aligned Texture) to eliminate all UV seams and UV distortions. * There are two materials: One translucent, the other opaque (black). * Use vertex-painting to tell the mesh which part of the…