that definately helps.
i gave the alpha gain trick a try, it didnt seem to do much differnce. i went and tried it on color map, i plugged a spec map in the alphaGain of the colour, bu it acted kinda like plugin the spec into the difuse slot.
filtering in maya is weird now that im texturing stuff with small patterns [fabrics]
thers no way to completely turn off filtering for MR, but maya renderer is possible to do so.
i worked on the skin more and the boots. im going to finish the gun strap the rig and pose and do some render shot.
vlad, this looks amazing... although i'm shocked to see that your boots don't have any (or rather... somewhat diminished) wrinkles in them... i've owned both hard AND soft leather boots and over time they all get noticeably wrinkled in a way.
something that i never really understood... why model the body of the character if you model clothes for him that go over top? neck/collar bone area i can understand, also parts of the arm... but the whole torso?
oh and will we see the shoelaces tied (with loops and such) at the top, or just the criss-crossing?
i did plug into the color slot.
not much happen there.
ive been using the clamp node and contrast nodes a lot for these shaders. working out ok. i just wish maya had built in "intensity nodes, or saturation or color correction" nodes like xsi.
@NeoStrider: you're absolutely right about the cracks and wrinkles.
but i dont think i had them in mind when i was modeling or UV'ing. i basically pelt mapped almost everything.
some renders. time finishing touches and clean ups and some rigging.
I'll email you a couple of textures later on. Got stuff to do right now, I have some good fabrics, that may be more suited to this type of character...
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