Hey everyone, I'm having a few road blocks from me finishing my normal map. When i use x-normal on some of my parts like the cape and shorts it seem like the normal map is projecting through the mesh. check my pic out. I put my x-normal setting up there too. Oh does my necklace look crappy since i normal it to a plane to save polys?So far i have him at 8600 polys.
BeatKitano- how do you delete half the faces from the high poly version in zbrush. I can't import a 2 million poly mesh in maya,it will crash. I thought this problem was the ray distance or something?
You could hide it, then use DelHidden at the bottom of the geometry sub tab.
It does look like ray distance or a cage would be able to solve that. xNormal has integrated cage editing in the 3d viewer, or you could do a map with a very low ray length, and then use it in the problem areas (compositing in PS). Looking good, big project
I like the model, if you're looking for realistic crits on the pose, he looks a bit amateurish right now; tuck his chin in, and move the elbows closer to the body. Also, each foot should be about bellow each respective shoulder.
Since your model is based on Balrog, and Balrog is based on Tyson, you could check some Tyson videos on youtube. Generally speaking, Tyson had a very tight defencive structure.
Lastly, you could check out the anime/manga Hajime no Ippo, that's based around boxing and it's got some good stylized moves/postures.
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And the baking so far is pretty nice.
It does look like ray distance or a cage would be able to solve that. xNormal has integrated cage editing in the 3d viewer, or you could do a map with a very low ray length, and then use it in the problem areas (compositing in PS). Looking good, big project
Since your model is based on Balrog, and Balrog is based on Tyson, you could check some Tyson videos on youtube. Generally speaking, Tyson had a very tight defencive structure.
Lastly, you could check out the anime/manga Hajime no Ippo, that's based around boxing and it's got some good stylized moves/postures.