Comments: 13
drgnlrd [2013-05-21 20:45:00 +0000 UTC]
Beautiful work as always.
👍: 0 ⏩: 1
Hel-su In reply to drgnlrd [2013-05-22 14:18:36 +0000 UTC]
thanks a lot !
👍: 0 ⏩: 0
Zaizeku [2013-03-18 14:25:49 +0000 UTC]
do you work in the videogame industry?
👍: 0 ⏩: 1
Hel-su In reply to Zaizeku [2013-03-18 19:07:09 +0000 UTC]
yeah usually, but not atm, i'm currently a texture instructor
👍: 0 ⏩: 0
speckles-cosplay [2013-02-05 14:21:04 +0000 UTC]
Does your cape have thickness? or is it flat planes? I am working on a game character model and don't know if it should be flat or not...
👍: 0 ⏩: 1
Hel-su In reply to speckles-cosplay [2013-02-06 01:18:38 +0000 UTC]
hey, that really depends of what you use as a renderer. For marmoset, i found that using a plane was making the light go through the cape and not light it properly, so I had to add a small thickness to it
👍: 0 ⏩: 0
Le-Mat [2012-10-18 07:21:21 +0000 UTC]
Do you unwrap your uvw's manually?
👍: 0 ⏩: 1
Hel-su In reply to Le-Mat [2012-10-18 08:12:13 +0000 UTC]
yep, I mostly use planar mapping for everything. I feel that it gives me much more control over what I want to do (straightening my uv square-like) When the form is a little complex, I my use the unfold, then planar map it manually again. At first it seems like it takes time and is really constraining, but when you get the habit you're really fast, and the result is damn clean uvs !
👍: 0 ⏩: 1
Le-Mat In reply to Hel-su [2012-10-18 08:31:19 +0000 UTC]
Thanks a lot. I feel sometimes like I could spent whole day unfolding maps to get best result. Though I really want to get them as fast as possible I'm a bit pernickety, and I'm trying to pack them as tight as I can to get best detail resolution, and to hide all the seams. I would gladly take a look on your method.
👍: 0 ⏩: 1
Le-Mat In reply to Hel-su [2012-10-18 09:24:24 +0000 UTC]
That would be interesting.
👍: 0 ⏩: 0
Movetronics [2012-10-17 19:42:22 +0000 UTC]
this is some nice work, what did you use to get the real time render?
👍: 0 ⏩: 1