Wanted to just briefly state my experience with the top visual improvement mods floating around and see if others have the same opinion. Skyrim Enhanced Shaders - I downloaded this mod first and to be honest it's almost entirely pointless as is. The improvements are very subtle unless you include some of the other presets…
Hi Monk! I don't know if this fits with your description of a stack : what I meant is not only the "stackable" nature of the modifiers, but also and more importantly the non-linear, "browsable" aspect of their connections. I mean, I really love and rely a lot on Max's ability to let me go back the very lower layer of a…
First of all this looks amazing! I certainly wouldn't know where to start in creating something like that! I know next to nothing of FX animation so I certainly can't give any sound technical advice, but I'll try to give some advice as just another everyday viewer. Only two things I wanna point out. First is the very…
The automated retopoloy and UV mapping seems like it'll work, though I still need to tweak the process more to get it cleaner. Here's my test result; It has an acceptable polycount for a modern game (I think this one is sitting at ~1,800?), and I can get the final result to look perfectly fine. Though if you saw either the…
This is a nice start, I wouldn't say it's done to be honest... I guess depending on what you want with this... if you're going for ArchViz then yeah that's fine I guess but I still feel it's missing a lot of dressing. - The scene is weak on dressing, there's only a few small scale props which sits on top of the table &…
Flaringo: "If you have a model in a game, without the proper scripts you would be able to walk right through it, is that right? So if you want collision on that model, how would that work? How does it work in modern games? How did it work before?" From a purely technical standpoint you're actually dealing with two issues…
Hey man, So it looks like switching to displacement was really good for your SSS. Since using displacement instead of normals forces the renderer to consider the micro detail as SSS, you tend to get a much warmer scattering. It looks like you're using a more saturated red/pink for the SSS, typically this is the scattering…
While in mixer mode (little egg beater in biped menu) there are no curves or keys to edit, at least none that relate to what you see in the motion mixer. You'll have to create a mixdown and apply that to the biped, then exit mixer mode before you can edit the keys and curves on mixer animation. There could be keys already…
[ QUOTE ] the reason i had no COMEBACK, was because this is a tired argument and I'm done with it [/ QUOTE ] That's what people say when they have too much pride to conceed and no ammo to shoot back. I'm a pro at this myself *hah* Foe your arguements have no substance. True, Rick did slam you and it was pretty harsh but it…
Hey everyone, I’m a bit stuck with the retopology of a model I’m working on. So far, I’ve always kept my retopology fully quad-based. But recently I’ve been looking at works from pro artists on ArtStation, and I see that they often mix in a lot of tris/quads. Especially in dense areas, I notice many faces being built with…