We are working on a major update to this game and should have out by December. I thought I would pass this by the community to see if anyone can think of things to do to help improve the players experience. I realize its a very limited target audience. But maybe there a few simple things we can do that someone is willing…
Aha, that explains a couple of things! I was picking on a cluster of strong traits that don't occur often all at the same time on women's faces. Borrowing liberally from other faces with similar features can help a lot when adapting a likeness. Example: Rose Leslie's eye x eyebrow relationship and chin configuration. Her…
Almost always sculpt in perspective. The only times you don't want to use it is for technical things or things that you need to move on an exact axis, for example, if you're moving the knees of your character, turn off perspective. for just about everything else, keep it on! your sculpting looks to be improving, so nice…
I want those cute smile faces! Not gyro guys c'mon >.> and for LC, despite the fact she's new, she has many stuff already. Why not do something for heros that doesn't have many stuff?
I like the fact he has a little smirk on his face, typical for Sheldon, I'm not so sure about the nose..is it really that pointy? Can't help you with the eyelashes problem since it's on I have myself.
I think you should push the texturing a LOT more than what you have so far. Especially the face. I made a paintover to show you how you could improve the face. 1. Her skintone is the biggest problem with her face. First of all, the face is not just one color and it's not red. The base of the face for a caucasian is a light…
Alright. This makes 3 outfits per 3 tiers, a total of nine. I'd like to do a few more for each tier, specifically the lowest tier (a few more variations of ragged, pathetic looking peasant clothes), but for now it's time to make a lot more faces. My plan is to work from the three base body ztools, sculpt a new face…
"permamently cut" uv seams is either from geometry that is unwelded, or one face has reversed normals, or non-manifold in some way. Here's a quick example of two ways geometry can be nonmanifold, I pulled the faces away a little bit to show the shapes. The T-shaped plane is welded at the joint, meaning the surface breaks…
The information a world space map saves is just "pixel X is facing direction Y". That's fine if the object never moves -- you know a texture that is facing east will always face east if the surface it's on doesn't change. But if you were to rotate the model 180 degrees, the surface the texture is on would now be facing…