Thank you for advice @Alex_J , so as I understand , these cut-in edges not that necessary until my topology follows the silhouette and works well while testing it with some movements animation?
Hey Everyone! I am new to polycount as a member, however ive been following and reading pollycount since December. So I thought as my first day and first post I would show my progress of creating my cinematic titled "10-23". This cinematic is a horror about a police officers response on scene at a diner and his encounter…
Starboard Games LLC is hiring! We are an highly professional and friendly indie gaming studio looking for talented and dedicated people to join us on our projects. You may find out more about us at: Starboardgamesllc.com and Int-game.net If you are looking for a fun-loving team with mature, respectful people working on a…
Hey guys! Time to try something new! We're rolling out the new build in about a week, but since you are so active in the forums I wanted to give you some early access. A few surprise features are still to come -- this preview will however introduce a number of significant improvements: * MASSIVE speed improvements * Much…
Hi all. I've been following a fairly old Maya facial rigging course from digitaltutors (Rigging the human face in Maya 2011), using my own mesh rather than the project files. I only have a very basic understanding of the rigging process, and a lot of it still baffles me, but everything was going well until the final…
actually you'll look like the guy who didn't bother doing his homework. Also, in some countries certain resumes would be dismissed right away which would be okay in others. i.e. putting a photo on your CV is pretty standard in many EU countries. In the US this is a no-no. Luckily in the games industry US style resumes are…
@Xoliul I followed your advice and tried to correct the curve at the back window (looking at the reference photos again I noticed I had completely missed important shapes, as well as the trim around the window). I scrapped the previous dents and made new ones, this time with more definition, hopefully less doughy.…
So here are the final renders. I´m now exporting the videos and uploading them to Gumroad. I will tell you when it´s available. Until them, perhaps you´ll want to follow me in Gumroad to be the first to know when it´s published. You can check the model in the Sketchfab viewport. Thanks for all the support! Follow me in…
the workflow seems to baaaasically follow the following: * create 128*256 texture with ~20 hair strands painted on * make spline based hair in hairfarm (expensive plugin) * do splines to triangles in hairfarm (haven't found anything else that can do the same thing) * use the vertex shader in udk which spreads the hair…