Where Tranmission tends to fail is when there are non-Transmission surfaces in front of Transmission. Then these typically get included in that offscreen buffer, which ends up looking wrong in the end. You can see that issue in action here, on the meshes in the third column.…
Did you end up solving this? A physical simulation might be the most straight-forward approach if you're familiar with the tools. Lots of collisions and moving parts, though, so I'd do a quick test to check if that's likely to be viable. Cloth might work if rigid objects cause problems. As you mentioned the toilet paper…
Hey guys, not sure if there is a newcomers section, i couldn't see any, so i decided to post here. Hope that's ok. I really want to get into the community here, it seems like a great environment to learn and Ive had some great recommendations from others. A little about me. Im 21, currently studying my 2nd year of game art…
Yeah cheers I'd voted for an extension, had under estimated this project's scope just modeling at my work-rate both exterior and interiors let alone designing stuff from scratch so maybe end of the month or sooner whichever comes first?! A small update nearing end of pushing/pulling verts, I mean at this point I'm really…
It’s ok to add non-standard physiology to characters, sometimes it can really make your work stand out. However in this case it’s not great for a portfolio piece. The stump itself looks bland, just a soft rounded end, compared to a full arm with a hand and presumably also leveraging tattoos and gauntlets or bracelets or…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
Say NO to centaurs! They're boring! And overdone! There's a more interesting concept hiding in there, I know it. Work with those feet baby, and I wanna see some thumbnails. If you do end up rolling with the 'centaur' concept, take that to mean only that it has an extra set of limbs, not that the lower half is that of a…
Usually prefer not to reference my own work, but I'm not finding a lot of good examples with maps posted. I used 3 textures for everything in this set: A 512 tiling stones texture for the walls, a 512 x 1024 trims texture, and a 1024 square for "details". We were on a really tight budget for texture memory, so I had to get…
I've also gotten the best results via the 2nd option. I personally prefer to use object paint as opposed to a particle system, I'm too slow with them and I'm always left wanting with the end result. Obviously you have to hand tweak but I get the results I want quicker with object paint. Also, the branch tool is pretty…
@Prosmotology Who's items are those for? I'm guessing Axe,Kunka,Shadow Shaman? For the top item, it doesn't seem like you did the horns right. Horns typically get big near the head start to get smaller at every section. Right now the first 4 seem pretty much the same size. For the 3rd item try to make each segment of the…