I got an update. I decided to create a new skin for Poppy in the fashion of iBlitz or Hecarim's, Veigar's or Sona's Arcade skins. This is the first part of it - the arcade Whomper! Heavily inspired by one of my first joysticks. I am not so sure about the colors yet. I can imagine to go for a shiny white with pink or blue…
Yea, like I said a lot of the seam issues is having a 90 degree angle when the high poly is more curved. Adding more geo will help smooth out those areas. Those edges causing you trouble are not correctly soft/hard. To avoid artifacts, you must split your uvs where you use hard edges. General rule of thumb is you go and…
I've recently been looking into Warhammer and just saw this unit on the Games Workshop sight, This model is spot on! Good job, can't wait to see it fully textured! Also, you bake with only one smoothing group, all soft edges? How do you pull that off? Ive tried baking hardsurface objects like this with soft edges and have…
Agreed on both Ysalex and Kanga's points. One thing i would point out. I think a lot of the struggles you are having are to do with edge control. Most of the anatomy has this kind of taught plastic feeling to it, which is a result of making edges too sharp in areas and too soft in areas. Think fleshy. There are no forms on…
bind "mesh cleanup" to a hotkey and use it OFTEN. Modo is pretty destructive and you'll see a lot of strange things. As for smoothing groups assing a separate material to faces and adjust smoothing angle in material properties (surface normal section). http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=66924…
Hey there, Jesse! It looks like you're using a soft brush which makes the wood look kind of mushy. And there isn't a defined lightsource so it looks a bit odd. Hopefully this isn't out of order, it was probably as helpful for myself as it will be for you, but I did a quick paintover which will hopefully help you with…
I like the model right now a lot more than I like the texture. The softness in the texture is lending itself to making him look very young. I'd add in some harder edges, and some type of overlay to give it some grit. The jacket and shirt are looking cool, but like Scooby said, I'd give it some variation so it doesn't read…
[ QUOTE ] wacko ref! hey man, i think you could really push what you got if you took some time and examined the jaw/cheek area of your ref, even up under the lips, around the chin. i feel you just filled in "whats in your head" and ignored the ref. girls dont have all that jowl detail, its more soft and curvy. to give…
I hope I am descriibing this right, but here it goes. Say I have an object casting an ambient shadow. (A giant rock casting a shadow from the sun). The shadow of the rock is rather soft and thsu not as dark as it might be if it were a small object. I place a smaller object in that soft shadow, and it is casting its own…
I think OP meant what zbrush calls "creases" probably. A way to turn hard edges to zbrush creases so hard edge would stay hard when you hit "divide" button. It's possible to do if you apply a separate material to each smooth group in your 3d soft and zbrush would import it as fbx polygroups. Then its "creasePG" button in…