depending on tech - either use a camera facing sprite for the blobby part or model a spheroid shape and sell the lumps in the texture. Modeling it out would waste too many tris. I'd use alpha planes for the eyes and mouth, you can do a convincing blink by quickly squashing the planes down, possibly with a closed eye…
How hard would it be to write a max script that allows you to set the vertex color of selected vertecies to either 100% red, 100% green or 100% blue, aswell as 100% black or 100% white? Would really appreciate if someone could whip something up that allows me to do that :) *puppy eyes at MoP*
If you know the size of your model and the percentage you originally scaled by you could do: (height / scale%) * 100 Let's say original scale was 2.2 units tall in Y and then it was scaled to a new value of 1.5x that/ Find the new height by using a measuring tool, or bounding box min/max. In this example it'd be 3.3 3.3 /…
This has come along a bit since I've seen it last. The windows are still one of the weaker elements visually, this could be down to both the texture and material needing work. For now I'd ignore the larger idea of a scene and focus on the building until you're 100% happy. I'd still recommend looking at Assassin's Creed…
I think one of the main things affecting what card you go for now is if you want to play Crysis when it's out, and if so if you want to play it at it's higher settings. I've heard that crysis multiplayer servers will be divided into dx9 and dx10 servers (dx10 will have more physics stuff going and things), so keep that in…
=> Have you tried to parent constraint Cube to rect A, then Cube to rect B? The result is the cube is parented constrained to rect A and rect B at 50%. Then you have to keyframe the influence. yes, at 50% you get thet spring effect, and you move influence to 100% and 0% depending on which you want the object to follow. but…
http://www.digitaltutors.com : For the basics and general 101 of applications, although there stuff has got more in-depth lately. http://www.thegnomonworkshop.com : Mostly for film related stuff, but still a plethora of knowledge to be learned. http://cg.tutsplus.com : Have some decent stuff. http://www.fxphd.com : Again…
tnx guys. I`m afraid im not farmiliar with gargoyles so i dont feel really engaged to sculpt characters from it. here`s two more (image is a refined version over the timelapse) [ame=" https://www.youtube.com/watch?v=UePaXE2bupo"]Disney 101 Dalmatians Tribute - YouTube[/ame]…
Floaters 101: You need to have an "outline" loop of polys around your floater that lays parallel to your base surface. Around curved surfaces, your floater's "outline" needs to match the contour of the surface as well, again it has to be parallel to the surface. For floaters, the goal is too look seamless from a certain…
It's really not that cryptic to understand what he's asking. If you try to combine a normal-from-2d with a normal-bake-from-3d layer without either hiding the blue channel, or changing it to 128 grey on the 2D-normal layer, it will flatten the blue from your baked layer, resulting in a less volumetric rendering of the…