Looking better dude! The upper lip looks too narrow to me. and the lower lip doesn't appear to be wrapping in/under the upper lip correctly (at the corners). Get some reference of a person at the 3 quarters view. The cheek and jowl area (area around the mouth) should be more defined. it still looks too flat there. The…
Assigning into lightmap is based on lightmap texel density you define for each object. You can lover texel density for meshes far away where you don't need such density. Beast will pack and scale UV chunks based on unwrap settings you define when you importing your geometry and texel density. About assigning objects to…
@Gelatin Hi man! I guess you could say this is a 'how do I think about thinking on an approach' for creating an environment. There are many tutorials to help give you an idea on how to create a number of 3D assets, based from a single/multiple conceptual images (whether it's another artists concept or your photographs)…
on the topic of custom brushes--i'm not going to share the actual brushes, since it seriously takes like less than 20 seconds to define your own and it's much more rewarding. and the "look" of these pieces really isn't so much from the brush choice, it's the use of layers set to overlay and then unsharp masking at the end,…
[ QUOTE ] hey lookin good! Im very confused by something though, I was always told at school that anything more than 4 sides to a polygon was a no no. [/ QUOTE ] I really wish schools would take the time to explain why, instead of just packing hard and fast rules in a cannon and firing them off at students. Most engines…
Hello Polycount! With the launch of the Sketchfab integration on the forum, our guest poster JCSchaeffert has kindly written a tutorial outlining the upload process to Sketchfab, along with an overview of the user interface. 1- Modelling/Baking/Texturing My project was to revisit Frankensteins creature. First of all, in…
The low-poly tools really impressed me. As someone who uses zbrush a lot my mouth was literally open in astonishment when they started poly modeling out of nowhere. It's exactly the type of thing I wanted and what they needed to do at some point. There was a void in zbrush's capabilities that needed to be filled and it…
Hello Polycounters! In addition to the news about project Giana, here is a more detailed explanation of the work and problems we had with the morphing in our game. Hope you enjoy! :) Breaking the Morph, or How We Made Things Work Again Its so much easier to break things than to make them work like they should... This was…
Hi @Kinaya . Great work! I have some inputs categorized. Presentation: 8/10 Your approach of creating a rendered front, flat back, and a face is more than enough for a 3D artist to determine what they're looking at to produce. If you're showcasing a character for gameplay. Facial expressions isn't that relevant. Usually,…
Do you guys have any defined hardware upgrade policy at your workplace? I'm at work right now over the weekend due to a home invasion at the flat, and in the empty office I notice that right now all but two of us artists are stuck with these crappy 22" Dell monitors, on which you can put a fullscreen flat colour and get a…