I thought this was actually due to texture bleeding. The two faces will require two different colors on the normal map, but since you are wrapping a raster image (pixels) around a vector model, you are going to get texture from one face bleeding over into the uv's of another face. Hence the seam. Images incoming, making an…
yeah I love that "Harbl" so awsome. My fave is "Im watching you fap" the kittens face is pricless. Cory you need to direct Tarwater to this thread if you havent already. He's a big Kitten Fan.
Hi, I was asked to prepare models for 3d color printing at work and not sure about the workflow I use is the best. -First, I use Facegen to generate textured models of their faces of people who send us photos. -Then I take that to zBrush. I then seperate eyes and the face as different subtools, to apply the seperate…
You have one character with a face and that's the weakest part by far, unfortunately character art is a really competitive field and you really need to be able to nail character faces and anatomy to break into that part of the industry. Your materials and presentation are otherwise great. Could probably use another…
CREATING ASHA As a 3D model using a base model in 3DSMax, importing it into Mudbox to create in depth details and working more into the characters design and creating normal maps from this Mudbox edition, to then be transferred back into 3DSMax in a lower poly form. This has been an incredibly long process with many issues…
Day 11: FaceTime today... Tried to work on the face a bit today after work. Still trying to catch up to the others. However, something went wrong with the computer.. again. Or rather I think I have not been able to fix it yet. Whenever I tried to move or edit something in the face it started subdividing. It took a long…
I don't think anyone else posted about this, but correct me if I'm wrong. I've heard about this, but only just saw today. Seems very interesting/cool. I signed up for the Beta. Am interested to see how it works and if it works well. http://www.gface.com/play
Looks good. But try to rotate your leaves in different directions. Make some of them curl and twist. At the moment, all of them seem to face the camera and your final texture might look a bit fake in-game.
You get better results if your mesh has some depth but you can still fake it :poly121: if back face culling is off, each game engine has it's own way to do this. Below are one sided meshes: