Thanks Alemja for the heads up. You piqued my interest...will definitely check out Outer Wilds.
Totally, poo. It was the same for me. The kicker for me was getting matched up with just the right type of player to play with where you can be led (or be the lead) to new areas, all without words or text is just brilliant. (kind of like having a good improv partner, i guess)
Mass Effect games are great too! I might get flak, but I thought Andromeda was an exceptional game, warts and all.
I haven't had much free time these past few days but managed to make some tweaks and add some finer detail to the face. It may be a bit too early to do so, but I find that it helps me get a better feel for the character.
Hi, little WIP on outfits I'm making only these two since others shares more or less the same visual language and features
The workflow was fairly simple : start from low poly+creases with dynamic subdiv on. Apply subdivs only if manual sculpt is necessary to bring details (mostly on cloth wrinkles). Then for lowpoly I think I'll mostly reuse what I've made here as topo looks cool on most pieces, only the body/thight clothings might be worthy of a retopo.
I reworked the base body of Mevenn to help shaping out more outfits as the previous one I did was back in 2012...with like, a few months of ZBrush experience in my brain ^^" So proportions, sculpt smoothness, polygroups, sharpness of shapes were in demand of a "little" overhaul. For the face though I tried a more childish one, more "round" especially on her cheeks but not sure it's a good upgrade for Mevenn, I kinda like her face as she is now in the game so this one won't probably end up being integrated.
Last but not least, if you're interested in seeing the texturing process I use on 3D-Coat, I'll be streaming that (once I'll be done with lowpoly models & bakes) on my twitch channel : https://www.twitch.tv/vexod14/ Don't hesitate to keep that link somewhere and follow if you want (nothing fancy, I'm not actively streaming, I just like to share what I create from time to time )
given that this is maya the likelihood is high that it's got some sort of orphaned shape node, coincident edges or other such filth - give the mesh a thorough cleaning and see what happens.
Hard to tell what's wrong based on that one image. Make sure you have a mesh with collision beneath the player and there is no other collision pushing the player through the ground on start. Test-play in a fresh template scene to check whether the issue is related to your level.