I added an expression to the model and also changed the color grading in Photoshop, gave it an overal warmer tone. Found the bug for the stiches, the normals with a strength of 1 was too much so it causes artifacts. Did lose some details on the leather parts now that I lowered the strenght to 0.5, but overal I still like…
Hi Alexandra, A few notes, I think for the lighting if you look at the shadow under the nose of the concept and match that, you will hit the lighting. for chaos' face (funny writing that) finding some good reference of a face you like could help you make decisions. https://www.pinterest.com/pin/83598136814095860/ or the…
interview is done. it went awesomely well. this is possibly the first time i'll be able to comfortably sleep without thinking that i said something stupid. lasted around 25 minutes. it basically went like, he gave me an introduction to the company, what they are working on, what they are looking from me. most of it was him…
JasonLavoie - Hi Jason, it does appear to be really contrasty. I just got done testing it on different monitors. I toned the saturation and contrast down a bit. Everything you see is in UDK except a sharpen filter in photoshop. Ben Apuna - I actually had the material of the telescope brightened up a tid bit. I took it back…
It's not going to be as simple as you want it to be. A shader has a few processing steps. Vertex Shading -> Pixel shading -> Post processing In the vertex shading steps all the information about the verts making up a model are calculated. Then for the Pixel shading step the information about those vertices is interpolated…
Quick Update Today I haven't done as much as I hoped I will do. I was working on a graduation work for which I will use this very project, since my topic for the work is "Process of Creating a 3D Scene". Only thing, for this project, I have done today was a staircas at the enterance of the room. And here it is. In my…
pathdeform world space modifier's a good one though I've always found it frustrating to work with. Tried it out and here's the max file incase you wanted to have a browse and the maxscript I used to work out how many teeth I needed is - curveLen = --insert result of curveLength heremul = curveLen / (selection[1].max.z -…
Looks like this did the trick. Initially I imported an obj with even topology but that still didn't work. I went back to Max and added a few turbosmooth iterations and that seems to have done the trick. I've been reluctant to add a turbosmooth cause I wanted to have a really low poly to work with from the start, but that…
@ valiias: yeah hence the whole fixing of it.. it was originally done that way to have the outlines on an emissive which would imply "magic-like". don't know what you're going on about with the labret (much finer?) i'm pretty sure they have labret piercings in fantasty and yes also in tribal cultures dating back hundreds…
@zbyszko : thanks, the tris-count for the hair is pretty huge and un-practical for games :) as I am aiming at cinematic quality , the hair alone is around 90k tris. anyways, here 's this round update ! : https://www.youtube.com/watch?v=zwNariFqxYM well, first off, the thumbnail is just butt as this entire piece is about it…