I was considering that, but couldn't decide which edges to bevel that wouldn't make all the non-beveled edges stand out...which led me to try beveling most the edges. That shot up the polycount too high though. So I settled on no beveled edges on the low poly to keep it really light poly wise. I'm still open to some beveling...any thoughts on which edges you'd consider 'prominet' and what an acceptable poly budget would be to add in these extra edges (it stands at 434 now).
You could bevel the highpoly version. This way the normal match will catch these details and produce nicer highlights on the edges. The tricky part is to deal with uvs borders and hardedges, but if you place them wisely it's not that of a problem.
Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors.
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Its best to not have 90 degree angles at all(chamfer). But if you have to then you should use the same smoothing group or you will lose any edge smoothing highlight. I say separate smoothing groups should only be used on things that are supposed to be sharp like the blade of a knife.
Yes, you'll get better results if you avoid 90 degree angles but your polycount will go through the roof so it's not always an option for realtime assets.
You can still maintain highlights on hard edges, just requires a little more tinkering; moving the cage, adding extra padding and such.
Ruz you're definitely right, she's going to have a rusty Levis':P
mvelasquez I think there are more thing which was Leeloo inspired, anyway I didn't paint it.
Thats cool Jaco!
I love the face from the side but i dont like it from the front , the silhouette from the front ist too simple and it looks more like a mask becaues of that.
Maybe make the horns towards the back, that it looks more like spoiler, i think that would fit good to his long neck.
finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.
That's cool, spitty. Right now it kinda looks like all of the details are the same... Weight, for lack of a better word. Everything is cut in the exact same amount when in reality, naturally, these muscles aren't all the same. Dunno if this ref will help: http://www.reybustos.com/04er/er.html
I think Spitty aproach is a lot more realistic then that link SupRore, on a real body muscles aren't easly divided, is it all just a big mess of meat and fat and sometimes you can just name them from the origin/insertion on bones.
Jaco, major sweetness. I agree about the front of the face, though. It doesn't have the same cool style as the side view.
Spitty, it looks pretty accurate, but I think I agree that some areas may be a little washed out.
looks like he's going for Freedom of Teach's anatomy model
spitty, it looks really sweet, though the torso is kinda soft compared with the rest, give the bodom of the chest a harder edge and see if that compansates
CnC Reborn Mod : Tiberian Sun FPS (I am still looking for artists to help on 2 soldier textures if anyone feel like helping me...see the section for requests.)
These mechs are for GDI. I did all the textures, same for Hover MRLS.
Replies
I think it's pretty good for my first human.
the low poly needs to use only 1 smoothing group when rendering and displaying the normal map.
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Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors.
Nope, greater or close to 90 degree angles should have a separate smoothing group. Otherwise you'll get smoothing errors.
[/ QUOTE ]
Its best to not have 90 degree angles at all(chamfer). But if you have to then you should use the same smoothing group or you will lose any edge smoothing highlight. I say separate smoothing groups should only be used on things that are supposed to be sharp like the blade of a knife.
another (awful?) celebrity likeness from me
please someone recognize him..
just a post-apocaliptic girl 5k tris
You can still maintain highlights on hard edges, just requires a little more tinkering; moving the cage, adding extra padding and such.
Looks great !
I love Gary.
awesome likeness man!
things that i know of lighting issue with the hood, i need to put bullet holes in the car it self.
Nice work dupikus, was her top Leeloo inspired?
start on the gargoyle I've been putting off for years.
Took a break from playing TF2:
wtf, cheapalert second account
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???
anyway GUN IS ANIMATED AND SHOOTING
mvelasquez I think there are more thing which was Leeloo inspired, anyway I didn't paint it.
it's hard to tell with you
I love the face from the side but i dont like it from the front , the silhouette from the front ist too simple and it looks more like a mask becaues of that.
Maybe make the horns towards the back, that it looks more like spoiler, i think that would fit good to his long neck.
finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.
Spitty, it looks pretty accurate, but I think I agree that some areas may be a little washed out.
looks like he's going for Freedom of Teach's anatomy model
CnC Reborn Mod : Tiberian Sun FPS (I am still looking for artists to help on 2 soldier textures if anyone feel like helping me...see the section for requests.)
These mechs are for GDI. I did all the textures, same for Hover MRLS.