Anhslaught: It just an MR dirt map node attached to the ambient channel of a lambert shader. This technique has been around a while, its a way of adding a controlable diffuse to an already final rendered image and help achieve a more GI kind of look very quickly. This is really the only time I've used it on a WIP, as I'd rather save my render time for testing actual textures. Doesnt look too bad though...
Good work Jay - It's looking cool - I like the skirt behind trousers thing that you have going on - though maybe a different colour, at the moment it is looking a little brown for me. Also, maybe fatten up the belt a little?
Guys, many thanks for your kind words and also your thoughts and questions...
G: Thanks dude!!Yeah I wonder which bits you quite like LOL
Mirek:Thank you, I actually use Maya Complete, so I dont have access to any hair, fur, fluids or Cloth, only PFX which has its limits. I'm sure I'll upgrade someday, someday...LOL
Arran: Thank you, the belt will stay like that as its modeled on one of those army belts and as its a woman I've kept it slim, but, theres a big fat holster belt in the works which you can just make out the edge of in the image on the right, its display layer was off for the left image as were the pouches. Also the color is not the final color, its just a marker to stand out against the rest of the model while I work on it, it will be dark brown leather once its finished so dont panic just yet.
Young lion: Thankyou, I cant wait to finish it either LOL
Any chance of a front shot of the clothes as theres something that I might comment on, but it's very possible that its the angle of the shot thats throwing my head off.
Think this might be just me, but the creases on the crotch area of the pants seem to be a bit to low or the angle of the creases could be higher, if that makes sense???
I might be well off the mark, but its just something that cought my attention.
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