You should add more definition to it and maybe some more variants in the hair spikes. It looks too much the same at some places imo.
Also your screenshot is not the best I'd say. Try to zoom a bit more so we can see it more clearly.
I'd also suggest you to use the Zbrush render instead of only doing a simple screenshot.
You should add more definition to it and maybe some more variants in the hair spikes. It looks too much the same at some places imo.
Also your screenshot is not the best I'd say. Try to zoom a bit more so we can see it more clearly.
I'd also suggest you to use the Zbrush render instead of only doing a simple screenshot.
I think it does fit him! If you manage to stick to his style, it'll look great
Also, I don't think the new model changed his head, only his arm and he got an apron along with some new weapons, so I think it should be fine to use the old model.
It is awful,and i dont know why.
The zbrush thing:
The maps:
the low poly
I made the low poly by cancelling the subdivision levels in zbrush
Is there something wrong with the bakes or the model to lead to such horrible ingame shot? Btw the textures are not good,any tips would be much appreciated!
In order to get feedback you might want to post screenshots of your asset taken in Blender, Marmoset, or any other 3D environment that can display the full result in realtime - at least with normals, diffuse and specular.
Also the UVs are very wasteful at the moment - there is no reason for the UV islands to be at an angle like that.
In order to get feedback you might want to post screenshots of your asset taken in Blender, Marmoset, or any other 3D environment that can display the full result in realtime - at least with normals, diffuse and specular.
Also the UVs are very wasteful at the moment - there is no reason for the UV islands to be at an angle like that.
Good luck !
Hm,okay i will!
Can the uv's be the reason of the low quality model ingame? :?
Partly, but not fully. While it is true that the importer requires very lowres textures (128*256 in the case of a Pudge head piece), there are obviously other problems here, as shown by the faceted look you are getting in the portrait preview screen.
Replies
Also your screenshot is not the best I'd say. Try to zoom a bit more so we can see it more clearly.
I'd also suggest you to use the Zbrush render instead of only doing a simple screenshot.
Keep polishing it but good start
Do you believe that the mohawk fits pudge? :P
Are you aware they just changed/updated his model tho?
Maybe you should check that to see if it fits on it and everything.
yeah i know about the update,but i am too lazy to decompile the new model :P
Also, I don't think the new model changed his head, only his arm and he got an apron along with some new weapons, so I think it should be fine to use the old model.
Tried more that 20 times.
Here is how it looks
It is awful,and i dont know why.
The zbrush thing:
The maps:
the low poly
I made the low poly by cancelling the subdivision levels in zbrush
Is there something wrong with the bakes or the model to lead to such horrible ingame shot?
Btw the textures are not good,any tips would be much appreciated!
Also the UVs are very wasteful at the moment - there is no reason for the UV islands to be at an angle like that.
Good luck !
Hm,okay i will!
Can the uv's be the reason of the low quality model ingame? :?