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Re: Quick-Crit 2011
Personally, I think that the concept is displaying a vehicle that is low and sleek. You're model though seems to give the feeling that it is more bulky and "tall" looking.
http://i303.photobucket.com/albums/n...reslimo1-1.png
Oh and for the dark blue comment, I meant to show that the vent that is casing those things should be much lower.
Btw, I like it so far. :)
Keep showing progress for this, because most people don't around here. :p
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Re: Quick-Crit 2011
neuro, your making it so it will look beast either way :P
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Re: Quick-Crit 2011
Been working on unwrapping a model I've been working on and I've hit a snag, according to the UV editor everything looks fine but when I try to eport a template or render to texture there's some pretty bad UV's with some stretched verts.
http://i54.tinypic.com/rbgtpe.png
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Re: Quick-Crit 2011
sounds like you've got a selection on your mesh under your unwrap UVW, which makes only the selection show up.
make sure you're not in any subselection mode (vert/face/edge/etc) under your unwrap.
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Re: Quick-Crit 2011
@Neuro, I've double checked that and the error still pops up for what ever reason.
On something different I'm trying to get some texture masking going so I can layer different materials on a model.
The issue is if I use a layer mask, the motion blur applied to the texture below ends up affecting the layer mask itself.
I've uploaded a video to show what I mean.
http://www.youtube.com/watch?v=wPmoicIATwM
I'm sure it's probably something stupidly simple going wrong but I barely know my way around Photoshop.
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Re: Quick-Crit 2011
Click and drag the mask to another layer, apply the filter, and move it back.
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Re: Quick-Crit 2011
Life drawing assignment, photo replication
http://i.imgur.com/xGZX1.jpg
Convincing enough?
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Re: Quick-Crit 2011
The contour lines are a bit too evident in places they shouldn't be due to lighting/shadow, and the anatomy where the posterior and the leg meet is a bit funny. The shadow on her right foot almost makes it look like it's facing the wrong way - I think it's a bit too large, should be more light where the top is; the curvature of it where it transitions to her shin also seems to throw it off. Not sure how to fix it without experimenting.
Generally it's pretty good. I don't have the reference photo to compare to, so I'm just going off of what I know of anatomy.
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Re: Quick-Crit 2011
I checked the stuff you said, and it's all exactly how it is in the photo, except for the lines. I put them there to differentiate it from the background in places where anything else just muddled together into an indistinguishable mess. They aren't anywhere inside the figure at all.
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Re: Quick-Crit 2011
Like I said, I don't have the reference. It just looks funny to me; maybe she just has a funny figure, maybe it's the angle; nobody is perfect.
As for the lines: if you can't see them in the picture but can still make out what is what, then it's a tonality thing. You should aim to replicate the effect without using the contour lines. If the tonality is applied accurately, the viewer will understand what he is looking at. If it looks like a blob, that's usually because there isn't enough contrast where there is a tonal difference. I'm not saying you did a bad job, it's actually much cleaner than anything I've put up anywhere (18x24 is not easy to scan), but you shouldn't have to rely on the contour line as a crutch. I especially like what you did with the shadow on her shin and on her left thigh, though.
We're all always learning. That's what assignments are for. Blend the contour lines in a bit more and they become more believable. Eventually they disappear altogether. Ultimately, one starts a drawing by making a very rough, light outline and then straight-up applying tone down, removing excess, that way there are no contour lines at all.