deadlineproof, this looks good! Can you select multiple faces and use the "Apply to Face" button? Or does it only work face by face, or on the entire object. How is the script determining which faces to apply it to when doing it on an entire object? I can't imagine it being able to always chose the right ones on a more…
Good morning! Firstly, good on ya for changing the composition. I think it's loads more appealing, plus, you can't deny that sweet color contrast. Here's a few things that come to mind: * Key/Focal Light Execution * Fog/Atmospheric Scattering * Post Process * Some Technical Suggestions Before I go too in-depth, it might be…
Lowpoly is done, UVs are done, bakes are done. She's around 80k tris now, using 4 main textures (face, body, upper clothing, lower clothing) + an extra 2 materials for hair and lace. Will be moving onto texturing soon.
"Concept artists worldwide put on a brave face and holding back the tears of ZERO dom war or brawls... no chances to slay... and STILL keep coming with the freshest shit there is, and that is why they exist... as concept artists.. last of the line smiths" fades... into.... space.... i blame the pentagon.
Coming along. I think you have sunken his cheeks in too much, it feels very form lacking in the jaw/cheek area. In fact, his whole face from below the eye line is too far forward, exaggerating this lack of form.
maybe it's the fact that a shit-ton of people started drawing like the dood. The minute all the comics had those constipated pinched faces all over the covers I started reading weirder+better stuff, I guess I should be thankfull for the guy.
Very nice work. Excellent facial animation. With that being said, as a fast paced multiplayer shooter fan, it usually takes me six months of playing before I even take notice of characters' faces in most games. Shoot and move. As fast as possible.
Hi bac9-flcl, Thanks for the meshes. Actually, no :) Knald has 3 ways to bake AO and they are all different methods. You can bake the Mesh AO in exactly the same way as you used to in 1.0 without ever loading the new baker. Just load an empty normal map (8080ff) and a mesh in the 3d preview window, then go to the AO tab…
Unfortunately I'm only working with 3dMax, so not sure about how to do it in Maya. In Max I would simply merge the verts from the flat plane to the edge verts (try to keep quads/triangle polys). But first I would tackel the hole (& center cylinder): I would detach the inner hole faces to a new object and then use the "edge…
This. You'll be adding additional polygons, but it shouldn't really be that much and you don't have to worry about triangulation or anything, as long as it doesn't effect the visible faces. One thing to keep in mind with adding these extra faces though, is when you do make the Lightmap for them, keep the faces that will…