@alexrc Thanks for the critique, I defiantly agree about the bottles and their specularity. I'm working on something new with some more bottles, and I will keep that in mind. @Killwithhonor7 Thank you! I'm not exactly sure how the D3 team painted, but the way I did it was nothing special. I just used Photoshop and painted…
i'll try to found a way to reduse noise i spend 200 minute on render yeah i did connect mask layer to displacement and reduse it through ai range node yeah i did thin out the layer but i need to crank up the density but my pc crash and yes the eyelashes it's been ok i did test in ipr mode but after 3 hours render it's…
You're missing the cellar window/grate at the bottom left of the building. Most of the logs are unfinished, and still have their bark. Some of the larger logs even have stumps of large branches still attached. The columns supporting the canopies should have 2 smoothing groups - one for the bottom and top cylinders, and…
main building base texture done , later i will use vert paint and decals to make it more interesting i will now for a change start working on cliffs and vegetation later i will work on interior and background building. Also i did a quick bake with directional light with 0.5 intensity and skylight with also low intensity ,…
Will try and implement the leg curves and the neck parts youve given me later on tonight mate. THe ones for the arms and the angle of the legs form the side are changed that way as the figure in the reference is bent over almost as if she is falling forward. i modelled the base mesh to match this reference and have then…
I've taken to the workflow of doing my sculpting with the eyes closed, and having a zbrush layer with the eyes open. This translates well to the low poly stage as well, because the lowest subdivision of my sculpt is almost always my final low poly mesh as well (for heads). This means i can export the eyes open layer out…
The difference for me is how swearing is use. OK: this is fucking hard Not OK: dont act like a fucking cunt. One is to put more weight into your statement, the other is an attack. The second one is what I would call profanity, while the other is just words. But again, just dont act like a cunt if you dont want it to bite…
I somehow agree that something should be done with the moss, but let that be an issue if he finishes in time. I myself dont like the idea of using opacity on a layered material because that kills your performance especially if you have a whole forest covered in it. If i understand the procedure correctly, the renderer has…
Aw shucks, that's my guy. :> Here's some detail on the layer setup. Not sure exactly why I used both a WSN and pRTP with different blending modes. The way I usually do it now is roughly this: Cavity/Curvature - Overlay Green Channel of WSN - Soft Light or Overlay at 50% opacity Ambient Occlusion - Multiply at 50% Base…
i noticed that max2009 handles visibility settings now through layers instead of indivdual instances (aka nodes) - which I personally really hate- but you already said that there are no xtra layers. hit the [H] key to display all objects of your scene and filter for lights,- do you still see them there? because if they are…