They already are formed into sort of a cup shape. The way I started off all of the clusters of leaves was by taking a cube, tesselating it into a sphere, deleting all but the top 6-8 quads and then scaling those up after splitting them and deforming them. There are only about 8-10 clusters of leaves on the tree right now.
http://www.archive.org/stream/constructiveanat00briduoft#page/n1/mode/2up http://www.archive.org/details/humanmachinethea009564mbp http://www.google.com/search?client=opera&rls=en&q=Robert+Beverly+Hale&sourceid=opera&ie=utf-8&oe=utf-8&channel=suggest http://www.pixelovely.com/tools/gesture.html Have fun
Not sure why you've measured her at 8 1/2 heads tall... her heel is clearly on the floor at 7 heads tall, and you can see from the concept that she's got a somewhat short and petite build. But you're sculpting her at 8 1/2 heads tall and it's looking reeeeally weird.
You are gonna hate me for saying this, but Windows 8 will only put it on your reboot menu. As in it wont auto reboot right away when it installs an update. It either waits a few days, or if you go into your boot menu, it shows an update and restart option. Say what you will about 8, but that is an improvement.
there's actually affordable tablets that have wacom digitizers in them, like the asus vivotab note 8 and dell venue 8 pro. I'm just learning about this myself, don't know what others have it. Never thought much of tablets but am curious how useful they could be as an artist's tool.
This hand is really giving me trouble. Model is for film so has to be no tri's only quad's and the arm it has to attach to is 8 edges. Fingers are mostly ok but getting 8 edges for wrist as well as no tri's and getting the thumb shape and trying to work out muscle flow is killing my head.
if you use planar mapping the math is pretty easy. you just take the texture size and divide it by the pixel ratio and that will equal the size of the mapping gizmo. 512 texture 64 pix/m 512/64 = 8 so you would just make sure your mapping gizmo is 8
but wouldnt the duplicate layer thing require the image to be more than just 8-Bits per channel? I mean that is what the "real" bloom is about, so that you actually get the "overbright" pixels (greater > 1), which wouldnt be there after clamping to 1.0 which regular 8 bit does.
Hey all! so I'm making a set of mod tools for a couple of video games as the tools are either non existent or outdated and no longer work on modern systems. I'm starting off with a simple converter for the game's model files that will convert them to Wavefront OBJ and then back again. These are proprietary file formats…
I was wondering if anyone has actual numbers. For either studios they work at, or know the numbers of. (I had an interesting discussion with some friends, and we feel that number is REALLY low worldwide). Not including outsourcing houses. If you know the actual numbers for any studios, let me know. I am NOT trying to push…