@beccatherose haha ill take any luck i can get ;P thanks! loved your wow whale Mount btw =) brianshray & agitori thanks, and thanks.^^ Freemouse to be honest I've had no clue that 3d coat had brush aplphas when I started, so i was 70/80% in when I discovered that Feature. Till then i used mostly the default brush and…
It's a kind of a thing of the past . You would only get an acceptable normal map that way from an image resembling its own depth. And since a correct normal map is very important for PBR reflections etc. it became more or less useless now. Even before PBR those crasybumped things looked ugly usually once lighting gets…
It should be straight forward. 1. Assign proper hard/soft edges on your low res mesh. Vertex Normal toolkit FTW! 2. Set desire round edge shader property 3. Bake an Object Space(OS) normal map in Modo with bake distance of 0(zero). 4. Use Xnormal(or Handplane) to convert the OS normal to tangent space. 5. Now you can go…
Ah love it! But! Allways the but! You need to think about how someone would do these. First of, you would not use a pen on concrete if it's not SUPER smooth, cause that would destroy the pen after two strokes. Second, the guy that wrote these tags would not go over the beam like that. You would begin after it and "measure"…
Thank you for your fast answer. I think there is also a problem when doing 2) because the projection isn't really good to ignore the uv seams... When I paint over them with the mask to hide it, you can clearly see that it has trouble painting over it the brush on the left or right side wont be the same color. Maybe it has…
if all you want to see is that your alpha is looking nice, just us a pure diffuse only material ( no normals or other maps ). Create a blinn and set it to self illumination 100 and apply that - perfect sorting every time in max, even works with 8 bit soft alpha. Here: Forgot to write on step 4 *click show in viewport* :)…
Wow, fantastic work guys. @dimfist: Love that face. I don't know why though but the hands feel a little soft to me..but they angle in the image isn't good to judge either so..it could just be me seeing things. @bacn: fingers and palm look stretched out a bit. Like the color palette you got going though! @polymator: Amazing…
Hey! Really cool! I really like the sketches. Really interesting. The first rendering of the character looks good. Looking forward to seeing the full body rendering. The second character rendering looks good, but some color blending with a soft edge brush on the body might make it look even better. Even so the characters…
Looks great! Loved the waterfalls. :) Some sugestions: -The waterfalls are very nice, but there are a few that when it is seen from the aerial view looks too low res. Maybe some extra geometry there would fix it. But if this is not seen ingame, forget it. ;) -the attack trail looks broken (not soft and rounded). Did you…
Heres another update. I managed to spend some time texturing the gun and holster yesterday. I also managed to play arouns with the normal map for the body, as it needed adjusting and inverting. I have also managed to do a fair bit of optimization throught the character. I wil post more images of the ful character and…