Hi Vavavoom, keep up the progress! I have had a little tweak using the liquify tool in PS (so excuse the lack of tightness), just to see how tweaking the leg, ribcage and pelvic area slightly would help get some more character in to her sillouette. Have a look, and if its of any help, cool :)
Sneak peak! Still lot to do, including the floor material, of which I'm tempted to make my own version (I don't like the floor in the concept art very much). PS: I noticed the thread title has changed to May & June, does it mean the endline has been postponed to end of June?
kohg > damn!! grr those images were supposed to link to the complete image. I think I fixed it now. Thanks for the heads up :) PS : somehow I think img urls are broken on this forum. The <a> url is correct in the code but it's doesn't open the url image. Can someone explain? I added url links for now :(
catstyle : thx ! morte : hey thank you :) Sure man, here's the matcap (and yes it's PS hack !) : http://www.zbrushcentral.com/zbc/showpost.php?p=508833&postcount=13 pior : thx dude, but trust me I'm far from finished and posing of the highpoly will be "interesting" :D (still don't know how I'll manage that...)
Started the low poly mesh. This version isn't fully optimised because it's modelled for a good bake- those pipes at the back have WAAAYY more loops than they'll finish with, so that they followed the curves of the hi res nicely. I'm pretty pleased with this bake, though there are a couple of small issues to fix up in PS.…
[ame=" https://www.youtube.com/watch?v=j6NG2zlXbug"]http://www.youtube.com/watch?v=j6NG2zlXbug[/ame] quite literally the first result from search...knock yourself out. ps. learning the "wrong way" is entirely up to you and nobody else. thank god for this industries weeding out process. don't become a weed. goodluck.
Cheers guys, although I do have Wrapit, but I didn't know it had a Wrap function, I thought it only works with a base mesh started from wrapit? Anyhow, cheers, I will try them and Slidknit too. PS: I cannot use TurboTools since I'm still on Max 2009 :P
The srgb button is enabled in the vray FB so it's displaying the image as gamma corrected. But this is essentially a preview(see this by disabling it) When you save your image click the radio button 'override' and set it to 1.0 This will save the image as you see it in the FB. You can also do this in PS by doing a levels…
@ MrOneTwo: Thanks a lot! I'm actually not sure if it's really a problem with my lighting or only with my images... I've heard that my images are way too dark on some monitors while all the others are looking the same. Does anyone know what might be the problem? I'm saving my screenshots in PS as .png with sRGB profile...
That lighting going on behind him looks orgasmic! Love how it subdues the contrast behind him, making him pop. Forgive my foolishness, but is that just an alpha? (I can see some clipping going on at his shoulder). Very cool. PS: Yet another good example of Unreal's weak normal maps. Just noting!