Without any point of reference, I'll have to make generalizations: The brow might be a little high. It reads as a continuous arc from either side, usually there is an angle change in the middle. And just above your brow ridge it looks a little too planar going from end to end. Upper eyelids also look like a flat plane.…
@FrankPolygon on mobile, you can access the headline text formatting (H2,H3,etc.) via the backwards-P icon. On desktop it's an icon to the left of the text box, iirc. Image formatting is definitely not great. Waiting for input from forum developers on bugs with image formatting.
have you confirmed that THREE.js can support blendshape animations? if it is like game engines it would require bones (aka joints) for animations. You could import the fbx to some other application that is known to support blendspace animations to verify that the data is infact in the fbx (marmoset toolbag IIRC supports…
my only guess is click tessellation and move the voxel fit all the way up? Does your model line up with the reference <option in the same window ? This is in wrong thread but idc though a mod should move it.(not being bossy i like organization.)
NASA Jet Propulsion Laboratory http://www.jpl.nasa.gov/ The Human Interfaces group at the NASA Jet Propulsion Laboratory is part of the organization that is responsible for the software and operations of our missions including the Curiosity Mars Rover that landed recently. We've managed to combine our love of video games…
Off to a decent start with a little work I think you could pull off something great. Crits: He's wirey and his proportions are less then heroic/warrior. At first glance I would say he's a new recruit, a runner (wearing soldier gear) or one of the first to die. If you model heroic features into a character it has a better…
The fairest way of doing this data is to ask the graduates themselves, here is a thread on our UH student forum. If you don't trust me ask any of our alumni if the list is true and what they think of the course :) now where is my flogging whip http://3dhit.co.uk/index.php?showtopic=14971&st=0 Also just to add, we are not…
Dude i have a stupid ass grin on my face dude omg i am o.d.ing on the comments but holyshit this is so welcomed, idc who doesn't like this idea i love it, what do you need? lol and no i am not a genie. :)
BC5 is a better choice than either if you can use it in almost any situation. Basically it compresses the red and green channels each independently in a similar way to how DXT5 alpha is compressed. UE4 and Cryengine both support it although Unity doesn't IIRC.
If you are to change the nail colors maybe you could scale those hands down a bit? and add some alpha rip/tear on this green material near her hands, or maybe just an arc so it would not be so rectangular. Just an humble opinion :)