Well having a watertight mesh has advantages. For example the jacket/pants that you have intersecting right now, if the weight painting isnt done correctly, they could 'break' during animation. Its not a big deal if the intersecting parts are midway on a bone, for example the boots/pants area, if they were intersecting it…
well, you've got the colors better. still, for the right effect they have to support a form, and a light pattern that falls on that form. the closer the pants are to the light, the more intense the orange should be. anything further away "loses" light and saturation (unless bounce light). the lighter, middle-line fold on…
Hey guys! I’m finally happy to share my latest personal project: a real-time character study of Lagertha, portrayed by Katheryn Winnick in Vikings and inspired by the Barbarian concept from Diablo IV. The main goal of this project was to deepen my knowledge of the character creation workflow, striving to improve every…
No need to snap to a grid for a 1-off asset. You really only need to use gridded modular meshes if you are making a whole town of buildings, and want to leverage a library of reusable parts. For example: https://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1
Hi guys! I found out that after I add thickness to my clothes and then click "Create UV Shell" to split inside and outside parts , thinkness part splitted in some weird way, I showed it on video here: https://drive.google.com/file/d/1mdj-DCoIsobDJUu6qX9wcOXNKf2ZBs1S/view?usp=sharing Would be so thankful if somebody know…
Hi everyone, I'm currently working on a small project during my free time. It's about the game Wipeout 2097/XL on PS1. I realized the two ships on the game cover do not have the same design compare to the in-game models. So, I found on internet meshes from the game. Now I want to match them with the cover design ¯\_(ツ)_/¯…
Hello, still alive though time has been running through my fingers. Managed to do some pushes in some different aspects: * Experimented some with a shader in Unity to get a black and white look * Adjusted the model some, though very roughly, mostly mapping to parts of the existing textures. Of course, added skulls and…
Thanks, yeah I'm hoping it's helpful to someone, maybe someone can learn something from seeing my work, or else someone can tell me how to improve that work. Seems like a win-win situation. @Donavonyoung - It's an interesting thing with art tests really... do you try to match the concept that you're given? Do you try to…
Ended up with some a wacky schedule issues this last week and now running a bit behind, so I'll have to play catch up. Fortunately, an early part of figuring out the Witch's corrupted bits resulted in tackling almost all of her body re-topo work, so that's a large chunk of work I don't have to worry about later. Small…
I appreciat the kind words guys, as well as the crits..I love um. vig: I'll have to post some texture maps for you. Im trying to be somewhat conservative with my texture space by using the same maps for multiple parts. My entire right building along with the props that are attached to it are all on one 2048. The walls,…