Quick note before post body: I guess this thread is going to end up being a blog, for lack of a better term. If this is frowned upon, I can discontinue it to save some bandwidth. Personally, I'm hoping for it to be a reminder/motivator for the time being. Ruz/Aesir: You guys are right. Honestly, I'm just not that familiar…
Looking a lot better already. If you're after softer shadows, go back to shadow map and adjust the sample range not the bias. The bias just moves the shadow around. Sample range blurs the edge making it softer. Area shadows will also give you a softer shadow and they dissipate the farther away they get. You'll never be…
Bigger, eh? Now you guys are just gonna rip it to shreds! FINE. But I'll have my disclaimers. Mainly, it wasn't intended to be shown really big. The textures are fairly simple- I didn't spend tons of time on 'em. I've posted the face diffuse and the main body diffuse. I also had bumps, alphas, and speculars, as well as…
Well I can't add much more to the already great advice given, but I would say these few things. - You structures look too "organic" in other words learn to use smoothing groups, since alot of your poly work is so low I can tell straight away that you used soft/harden on the entire object at something like angle 90/180…
I totally get what she's talking about and it's nice to hear some of the feelings I've had be realized and talked about. I've felt like this, and I do feel like it every day, and I couldn't really validate and verbalize it all until I listened to this. I don't mean to sound soft or mushy or anything, but wow, I feel better…
are you just starting out? it's a pretty good effort. TBH working on these kinds of scenes make me want to poke my eyes out. what are you rendering with? everything is wayyy too clean and the shadows are too sharp giving it that old cg look. the lighting on the exterior building looks like direct sunlight(as if the sun is…
mr_ace: thanks dude, eyes like an eagle man. I softened those creases some. Hazardous: Wow thanks man! I rarely get complements like that. And thanks for the tip on ZB rendering. ghost-d: Thank you I will :) haikai: Thanks man, hrmmm I'll see what I can do to bring back that softness to her face and skin with some material…
Thanks for the feedback, guys. @ oglemeanimations: Ill put in some rocks or junk or something to make the scene a little more interesting. Good call with the tree; Ill spruce it up. @kukk: I think Ive received the most flak from people for that dome. I wanted the sides to look segmented, like theyre flat pieces of wood…
textures make a difference - I like already alot more now some presentation critique though if you don't mind your rendering has a gray layer which is common if you leave everything to default at rendering like just white lights (main source for grayish renderings) but also environment settings can change the outcome of…
Seriously Blaizer, think about it. Of course a model intended for animation needs to have a proper structure. But trying to hit that structure right from the start is not necessarily the only way to go. As a matter of fact, it *used* to be - before sculpting package appeared. The point of Mud and Z is not just crazy…