Thank you both for the thoughtful feedback @Fabi_G @Peyd3d, I really appreciate the time you took to write this. =) You’re absolutely right about refining the blockout and clarifying function and purpose. I’ve spent the last couple of days tightening up the interior shapes and making sure each space has a clearer role…
I just uploaded the rough cut of my little short film project called the best conversation. No music, mixing, or post processing done yet, but it looks pretty good in it's current state. http://www.youtube.com/watch?v=wHejRD_PPtA
A bunch of new updates in last couple weeks. This week updates: Version 1.879 released on 12-5-2012* VMF: Fixed error when exporting a scene with a Sunlight object. * VMT: Updated $phong export logic. Now the Phong export will happen even if there is no Specular Color map but the specular color slot is enabled. In that…
Hi, these are some of my first noses and eyes, what do you think and how can I improve? Sorry for the low quality of the photo. (I'm going for more realistic styles)
Hey guys, I've been working on this pickup node for unreal and I need a little feedback. Mainly I'm looking for suggestions on maybe adding a little more zing to the diffuse and specular map. Any other crits would be appreciated, thanks.
Hi, I've made a function which takes various image input nodes, however how do I display the labels for these inputs so I know which is which? It would be nice if the bitmap showed the name of the texture file too...
STILL A WORK IN PROGRESS I'm currently working on anatomy for class/portfolio. I chose the lovely Rosie Jones as my muse/reference. I'll update once I've advanced a little more..
Something i've always had a hard time to doing is modeling a good nose, so if anyone has some example wires to show please do, i know i've seen some cool stuff in the past but never managed to save any of it.
they likely sim a simpler/planar mesh and bind this mesh to the sim or use a bone sim, inside and outside clipping into each other is a non issue in a case like this. different layers clipping into each other... yeah very common in games