Hey, I'm working more on that model and configuring GoZ to try and toss the model back and forth between the programs, but no luck. I've got an excerpt from my old Demons story bible here that might be entertaining... The Seven Generals There are many who control the various parts of the machine-like government that exists…
@Skytthen Thanks for that looks good imo closely reassembles the concept, also I've only recently decided to explore midpoly workflows in an attempt to somewhat streamline my HS content creation, using custom normals in turn learning to mitigate shading / faceting errors, non destructively.
Hey Polycounters ! I recently made a new tool for the "face weighted" normals workflow in 3DS Max: https://youtu.be/yzfgRYphbJs A fast and non-destructive solution for real time hard surface modelling using chamfers and custom vertex normals. This is a very versatile tool that will greatly help you dealing with "medium…
Check UVs for overlaps, and make sure they’re not flipped/facing backwards? Since you are reusing uv space for repeated elements, it might help to offset all the overlaps 1 unit in UV space, leaving just one element inside the 0-1 space.
And there we go. Same caveat as last time, there may be omissions or errors but hopefully not too many. If you notice any just tell me (and if you don't have a Polycount account bug me on Shoryuken or SA or wherever else I may be, same nick). Secrets of anime-like 3D graphics, part 2 Opening statement: you can slap toon…
your painting looks very nice. it clearly conveys an idea. it has a nice composition and i like its color palette. i think it could be considered complete. forms are clean and clear and easily allow it to be taken further, if desired. i think a good refinement approach at this stage, would be to unify treatments. isolate…
Hey So it worked! Thanks so much man! The only thing is the detach only works on the opposite faces of the face that I used detach on? How can it be done to be symmetrical and applied to both?(In the picture....Left is detached, Right was the one I did... Shift-rmb>Press Q to be in Selection mode>Select only one of the…
Overall, the texture is looking pretty solid but the face needs a lot of work. It was already quite odd in the sculpt and the texture is amplifying that. These are some of the faces in GW 2. They have some of the prettiest faces in MMOs in my opinion. All of them are super feminine and soft...try to mimic this. I also…
The models you used are not great, might not seem like a big issue but they really put me off- im sure theres an sdk thread lying around these boards maybe someone can link it). The weighting didnt seem to great tbh, why did you not move the clavicle on the full body rig when you moved the shoulder? For games dont really…
In this case, there's a couple of significant issues with the low poly geometry and the corresponding UV unwrap that are contributing the overall issues with the shading behavior and the normal baking artifacts. Certain types of overlapping geometry issues can cause intermittent baking artifacts that can seem to appear and…