just a note: when using the maps in object space, the objects can rotate and still maintain proper shading: http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29#Object-space_normal_map
this is part 2 god this looks better and better! http://www.gameinformer.com/b/features/archive/2012/01/28/advanced-tactics-exploring-xcom-39-s-combat-part-2.aspx
Looking good! I'd probably make the jaw not as sharp, but that could be a stylistic thing? As far as modelling for deformation have a look at this, it may help. wiki.polycount.com/LimbTopology?highlight=%28%5CbCategoryTopology%5Cb%29
It made me amused more than afraid. There were a couple of good bits, but in general I'd say it was middling at best. 28 Days Later was way more entertaining, and so was Dog Soldiers.
You'd be better off using geospheres. And why are you using geo for the pupils? Googling for 10 seconds tells me iphone4 does 28 million triangles/second. No idea if that's textured though.
nice one, i just saw your thumbs, its too small to see exactly what it is but i like whats on the background of the thumb 28...very soft and discrete. good luck!
Im not sure why people expect that a tool that was released in a product (maya lt - august 28, 2013) after the release of maya proper (april 12, 2013) would magically make it into the build?
I use Max 2016 with no scaling on an ASUS 28" 4k. I can see and use it just fine, other people say they can't, but it desktop scaling it set to 100% then there's no UI issues.
thanks guys! Klamp - another name is Object Space, here's some more info that really digs into it http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryBumpMap%5Cb%29 scroll down and you'll see it :)