anyone try it out yet?
Posts by von*ferret
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that, is fucking hot.
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[Blocked Image: http://www.zachf.com/orc01.jpg]
Other then a solid color to color code areas for myself, no work has been done on the color map. Everything is all the bump. There is no specular map yet as I havn't gotten to it. Later tonight I'll have the bump/color/spec done and I'll start work on the fur and hair. After that its just chain mail and rigging it!
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your photoshop filter camo is dragging the model down.
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I disagree with you! Fundamentals are fundamentals as Peri said. You can learn the fundamentals of edge looping which right now, is what is bringing down his models. Edge looping will help deformation when he animates/rigs as well as help define import anatomy.
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mental ray is a quite capable renderer.
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Try to keep quads. FOr human models I suggest you read the Joan of Arc tutorial. Its quite possibly the best human modeling tutorial on the internet.
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very nice. Looks like you'r eplaying with rendering.
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texture needs work, it looks stone.
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my orc had sss on it, but I can't rig the whole model if its not one object. and i can't apply the SSS and other shaders to different parts of one object or the back scattering breaks on the SSS.
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I"m asking because I can't get sub surface to work with another mental ray shader. I'm wondering if they have to share the same light map file. The help files does not go that indepth into the limitations of sub surface with other surface shaders.
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I know that many of you are pure game artists, but I was wondering if anyone here has worked with Sub Surface Scattering in 3dsmax?
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in my opinion its all about good planning on the normal and spec map. Picking colors is the easy part. And the color map shoudl only be color now adays sooo have it!
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looks pretty hot so far.
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that plus RTS would be hot
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thats awesome

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looks really great. I'll comment later. class
