This is as far as I am getting before the deadline. 31,813 faces, 57,270 tris Retopology is tough but still heading to the test bake for the head and torso. Everybody here is doing a ripping job, Looking forward to following!
@Eric Chadwick In most cases I would agree, but I'd actually intended to have only the eye portions of the face have visible flesh, as the rest is meant to be encased fully in the insect shell, contoured so much around it that it forms the details of the face structure under it. Because of this, the face being overly blank…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
[EDIT: This problem has been solved by importing using binary .FBX rather than .ASE.] I made a fairly large and complex static model in 3ds Max with two materials and imported it into UDK. (I used a lot of Booleans, and used mirroring to symmetrize the model.) I don't see any problem with the model in 3ds Max, but when I…
Hi there! I'm a single developer working on my first game. I'm going to lay all my cards out on the table; I am capable of paying you for your work right now in the order of a few thousand dollars, but my funds are limited, so I will pay special preference to anybody who would be interested in putting in some extra work…
Well tried the boolean method but for the life of me I couldn't get it to work. So then I tried to do a displace map, but the polycount required to get the result I wanted was to much to bare. So I ended up taking a more direct approach and thought I would share my method for others. If someone sees a way I could simplify…
Hello, I am trying to use mesh decal for my models in Unreal, I have made a decal atlas like this: And my model like this (everything is combined into one mesh to import into Unreal): As you can see, the smaller decal face that I am selecting is supposed to be on the top of every other mesh decal. I have also purposely…
Hi Pior and MikeF, Thank you for your questions. :) Here I'll try to answer them the best I can. (The upcoming video tutorials from the list, may also help in answering them.) iClone5 is a real-time 3D animation tool that allows users to easily create facial and body animations in minutes. Real-time meaning that you see…
I have a somewhat crazy question. I have a model that is composed of many different sized boxes, that are meant to work as a background element. It's pictured below, with the texture omitted (since it's for work and I'd like to hide that bit of it): I basically want to optimize this mesh so that extra faces (faces that…
Hey this looks really cool so far, surprised you haven't had any comments yet. For me, overall it's great. But there's a lot of fine micro-detail in your textures, which makes it a bit busy overall for the eyes. It's looking a bit like the whole cliff is made of mud or dirt, from all that high-frequency detail. And there's…