Here are some renders of Priss done with RenderMan: The HDR used for the renders is from the NoEmotion HDRs collection. I noticed there are some black artifacts around her knee and thigh strips in the front view and around her torso in the back view... anyone know what's causing it? The normal map?
Update! I finished character model. Add belts, change folds and metal texure. Render in Zbrush. This full resolution preview. This high resolution front view. Other macro views. This study stage is done. This is big experience of sculpting and modelling for me. I accept all critique. Thanks!
The high poly sculpt looks great! I love it. However, I find that your character is too wide. The side view makes him looks fit and athletic, while the front view makes him look bulky/muscular. Just my 2 cents! Terrific job nonetheless!
As or right now with out the wire frames, like AtlusZMH said it is hard to give proper crits. But just from looking at your model, the head is way to think from the side view. Widen that out a bit and shrink the chest on the side view as well it seems to thick in comparison to the rest of the body.
i think you need to shorten the neck by almost half, aside from that i think the biggest problem is that these references are not good for likeness sculpting, there is no front view and no clean side view. Gather better references and then take another crack at it would be my advice :)
I'm making this character for a game and it's UV s are mirrored, like the chest and the face. My problem is that when viewing it in maya it looks weird , although it looks good in the game. So is there a way to view my mirrored normal map in Maya? Sorry if this question have been ask before but I haven't found any answers…
A good idea would be to test this from a first person perspective at the field of view you plan to use. This will give you a better impression of what it will look like to the viewer, and help you better decide how to adapt the design to look it's best from that view.
Looks like orthographic views, the tips of the shoes should be larger, I'm sure they are in perspective view. And if you're not gonna symmetrise the pants ( as I see the flower on one side only ) you could make different details and folds on both legs to break the symmetry ^^.
Adjusting the pivot: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-55F04AB5-7C06-4C46-AB0D-0A319F6610B4 Using the Parent coordinate system: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-0F3E2822-9296-42E5-A572-B600884B07E3
Hey Bek, I'm on 901, latest SP. Using Eterea snapping bar, no BG constraint, and only snapping to vertices is toggled. I did notice it's working in the orthographic views but not in the perspective view - do you have this issue as well? Know how to fix it?