thnx for the replys people...i think ill take Husch modeling option...*cross fingers* ill keep u informed EDIT: well i modeled the net the same way as Husch said, looking good, still reactor isnt cooperating (im still a noob at reactor) so i ended animating the net with softselection and FFD modifier. it turned good.…
Hi Thanks for the reply, The helmet is 5k Tris/ 2k polys, whilst the head is 30k tris, i am indeed going for a portfolio piece / maybe a FFxv /ps4 type polycount I have read that one character has around 100k polys in the game, would this equal to 200k tris ? or do they mean the tris are 100k?
You picked a good starting point :) Yeah, having seperate meshes makes everything so much easier. It gives more freedom when modeling, makes it eaiser to navigate your scene and will help with rigging (dont bother with that right now). Basic rule of thumb is anything that could be seperate object in reality should be so in…
Thanks for the tip, erroldynamic! I tweaked the body based on BagelHero's suggestion. I also edited the face. I find her so freakin' ugly though, and as a fan of FinalFantasy's character designs, this was unacceptable for me. So I decided to make another head based on FFXV's Stella's head. Here are some references I found.…
okay then. (please dont laugh i havent done a human yet!!!) heres saxton so far, but im not done yet. Ive got to work is face a bit more and change some proportions. And the computer ate his hat. FFFFFF But ill make another and aslo a hunting jacket and gabe's ban hammer.
Your work looks pretty cool to me. A superb eye for color, clean fluant control of flowing 3d forms and a rich selection of fantasy or fantastical styled pieces. Have you tried Blizzard?Or Bioware? The only thing I can see that could possibly hurt you is that you are very stylish and there are more realistic or modern…
it's a really cool work ! care to show how you proceed the workflow ? and i'm indeed interested in tessellation workflow :) ffffffffff stupid keyboard ! i posted too early -_-
The simplest solution if you want to keep the 'cube look' would be to break the mesh up into pieces, like Minecraft does for the shoulders (this was actually really common back in the early PS1 days. FF7 models are a good well known example). If you want actual deformation though, you're going to need it to twist all the…
I'm not sure physics is going to be a good way to go, it will probably take longer to get the results you want then to just suck it up and model the damage yourself, create blendshapes/morph targets and animate them as the damage occurs. If you're animating the damage, you could probably need to set up a few progressive…