Hey So I have this ground sand gradient shader, not a real intersection shader but a cheap solution that is good enough from a top down view Now this works well for objects that have a pivot at the bottom, like a Building or a Lamppost or something that stands on the ground For rocks however, that dosnt work at all, as…
Thanks a lot for the detailed feedback, I really appreciate it. @Peyd3d =) You’re absolutely right about the shading issues. I’ve gone over the meshes several times and addressed a number of those areas already. Some of the round and beveled assets were causing issues, so I’ve increased the geometry there to improve the…
I think like in all other apps too.. Maintain the silhouette and delete/dissolve "unneeded" bevels.. use floating normalmaps.. Also.. have a look at: http://wiki.polycount.com/wiki/ReTopologyModeling
The nested dreams, only the guy in the hotel was floating when the van went off the bridge. Since the guys were floating around the hotel room, why weren't they floating in the next dream level. That was the only thing I found myself struggling with.
Hi all, I have a few questions around building and using modular kits for environment layout. 1. How critical is it for a modular environment to be fully closed off? Meaning, all assets snapping cleanly to the grid with no protruding geometry outside of the layout of the scene? In cinematic work, I’ve often prioritized…
The wrinkle maps are entirely engine dependent, you can do it in max by using a composite map and animating the opacity of each layer/wrinkle map. Each layer has its own blending options like Photoshop as well as a mask for each layer. Typically the opacity is wired to the same controller moving the morphs/bones around so…
oh... The script I've been using all along wasn't mop's script at all o.O Just tested mops old script and now I see what you mean that it takes ages to calculate... in fact it looks like my max is going crazy in mem usage as a result of using mops old script so I had to alt f4 it :/ Tried the new mop script as well, also…
Day 2: So over the night I decided to make a program that would generate triangles, 'rotate' them and make them spread out so it look like an explosion. I created this in around 30 minutes in a language called processing, mainly because it is quite easy to create the effect I wanted with toxi's toxiclibs library. Here is…
Saw your post in waywo thread, was too enthralled to notice much. What was obvious was the harshness of the post processing. I am in agreement that the foreground with the bridge is letting the scene down a bit. the arch below the bridge specifically looks quite flat. Not sure if 3D cattails are justified, but some of them…
I like the girabbit scene and animation. It stands out as your strongest piece. You have a soft style that works well for this scene, but betrays you in others. The Ice Dragon is the strongest offender since somewhere in a scene full of icebergs and dragons we'd expect at least a hard edge here and there. That demon's…