Hi again. Here's my problem: one of the polygroups on my model keeps disappearing, somehow absorbed by the surrounding one. Already happened twice! >.< What I'm trying to achieve: I'm sculpting a model of a treasure chest, which obviously involves nail heads. They're of the simplest kind, roundish and kinda semi-spherical,…
Remeasure how many eyes long Lucy's face is. Compare it to how many eyes high yours is. Where' you've placed the eyebrow arc bend is too centrally located compared to the photos. It needs to be offset closer to the outer sides of the face. The nose big forms are not matching Lucy's You still have that awkward pinch at the…
I wish I was Gir. This is the point however where I ask you to adopt a friendlier tone please. You are entitled to your opinion as much as I am but pontificating without bringing forth evidence does nothing but paint an unpleasant picture of you, which, in this industry, is a luxury no one can afford. Hematite: Galena:…
Great work dude, love your work. But one thing that caught my eye was your Icy character. The snout feels a little out of place for such a stylized piece. I think what you could do is smooth out the nose bridge, pull in the snout and blend the cheek bones with the side of the snout. That way it wont be as blunt looking.…
XSI is supposed to let you create real time shaders and has a plugin for exporting to fx files. I have not tried saving as fx yet. I did play a little with making realtime shaders in XSI but it was not as easy as I thought it would be. You can only use realtime shader nodes which I thought was limiting and I have not gone…
I've restarted texturing this git a few times now, I just wasn't happy with the way it was turning out. This time I've just gone for a more standard method of an overlay to give colour variation, and painting colour tones on top. Going for a lobster type look, at the moment just focusing on the exoskeleton. Once that's…
Welcome One & All! We are Hard Hat Games or HHG for short and we are a small growing Indie Development Team. We have been hard at work at our latest title. If you want to see what we are made of we do have many forms of social media in order for you to see what we are up to and our skills here at Hard Hat Games. We do have…
Take a look at "point light map"... Or this could be done with IBL. What you see on the picture also seem directional light just without shadow casting.
I'm trying to make a character using the UE4 mannequin rig, but I cant seem to get the translation retargeting right. Heres how it compares to the mannequin. The bone hierarchy is the same, and Ive used the same skeleton. Ive gone and done the suggested tranlation retarget options in the ue4 documentation…