You just need to use more geometry, your cage is too simple here to define that shape well. Heres what i mean, printscreen isnt working for some reason so here's an obj.
reason i asked why they all looked the same, is because all the eyes, outer corners of mouths, and noses, have almost identical defining features (regardless of if they are further apart/stretched) on the human-like heads.
Hah edited sorry. The whole furniture fucking concept definitely opens up a weird can of worms when it comes to defining whether or not something is work safe. (although admittedly that aint no Ottoman under him there )
under his arms looks a bit odd, i think it could do with a few more polys in there to define it and as you say help with the animation. Love the sculpt though and also the concept you did was great.
i love pandora i've found dozens of bands on it that i'v never heard of before, and 3 bucks a month is hardly what i would even call expensive. definately worth it if they keep adding music
wow, can't believe no shouts out for PSYCHONAUTS its by far the best console game i've played in years (even tho the last level is cheap) its definately a game to play all the way thru
He's still fairly lacking in detail. Personally I'd be inclined to strip out a good 60-70 percent of the polys you've got in the face now and only add them as they're needed to define the form.
A technique is just a bunch of general rendering settings. AlphaTest is one bit alpha,AlphaBlend is translucency. Cullmode can be used for 2sided materials. So you can just define a custom technique if you want.
Well I know it's an emitter, just the automatic activating/spawning is what interests me :) I guess it's al Uscript gameplay stuff though. Would be cool if you could define this yourself with just phyiscsmaterial.
Thanks guys! nkoste, got out some skull reference last night, and defined the cheeks, sharpened the teeth. Here's a close up (combined zbrush shaders gw_leigh+gw_hulk+gw_silver to see detail better):