Update: I've fixed a few accuracy boo-boo's, and then began seperating, detailing and smoothing out some of the various components I already have. Most of these components have backfaces (for the sake of damage). I made my seperations first, and then smoothed it out. I opted to smooth via smoothing groups again and added…
"Why does the green part show up black in the shading of the material?" A normal map perturbs the "normal" direction of a pixel. In substance painter, the shading of a pixel in its realtime rendered view is determined by a lot of factors. Basecolor, roughness, and Metalness. And the panoramic image that makes up the…
First find side view image- very important for head sculpt Second you have to capture her head shape first(looks like she have heart shaped face ) after that can add basic features (like in the image) at this stage you have to have likeness if not repeat till you have , there is no point to go further if you don't have…
I bake my color ID map and base color map with blender render by selecting faces on my high poly and creating a material for those faces and applying that material to those faces. Then I just select a color for those faces. After doing that for the whole model I bake textures down to the low poly and export that image.…
the latest face is the best ive seen from you, so good work! however you do still got cartoony proportions of eyes, mouth, nose and ears. i actually had the same problem when i started learning to draw faces. the solution for me was to go to the other extreme, i tried making a face with as much empty areas as possible,…
Odd. Max8 has only crashed on me once. And that was largely due to me having 10 heavy apps open for an extended period of time. The update certainly fixes some issues, but one is not fully resolved yet. The sub object UV mapping is still borked a bit, and that REALLY pisses me off. When I have a whole singluar mesh, I…
I'm trying to do an animated 2D face for my character, changing textures with like this video: https://www.youtube.com/watch?v=pvLG4rmkB8A So, I followed more or less the process they used, I made in Blender a simple character with two bones that I refer to do the swapping (eyes and mouth _controller) and 3 materials, one…
I'm designing my character for a game for Unreal Engine. Games usually have a big FOV (angle of view), such as 90 degrees typically. I set FOV to 90 in UE, Maya. and ZBrush. The perspective in Unreal Engine and Maya is about the same. But much different in ZBrush - it has much less "fish eye" effect. To demonstrate this, I…
Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
I have narrowed down my max rendering problems to mesh density as when rendering my pc allways crashes when calculating the scene, plus if I try to subdivide in the viewport it crashes. This seems strange to me as I have an Intel pentium core 2 duo 2.13ghz with 3 gig ram now and sometimes it crashes with meshes exported…