For LMs you want at least a padding of 2-4. It's not that they'll be overlapping but bleeding across islands(the same way a texture bleeds when it mips) Having the mesh as multiple unwelded elements is fine. Could you upload the mesh in .fbx so I can have a mess with it?
@looprix Will do sir. I am going to model all the church elements then take them into z brush one by one an add a bit of character (damage). This scene is set in the 1800's so the damage won't be massive but I will add some, thankyou for the advice man.
You are heading in the right direction! Looks a lot better. As mentioned, it's a little soft. Work on making it a bit crisper. Oh, and you might want to fake a little highlight work in the diff on the central ridge. It's an element that you want to pop from all angles and lighting. - BoBo
The closest think I can think of off the top of my head would be the Component Editor (Window > General Editors > Component Editor). If you select all the vertices of an element/mesh, all the associated joints and their weight values will show up under the Smooth Skins tab.
If I am not mistaken by how I read your statement that is what 300 did. A few foreground elements were created and everything else was CG and 300 was awesome. Have you ever seen transformers? A movie dosnt have to be good to make a shit ton of money.
They look like they are there, the bounding box is extended. They might be hidden? Go into element mode and unhide all. Also I personally don't think you should be using edit mesh or editable mesh, they are ancient tools that where replaced by edit poly/editable poly long ago.
Fantastic work, Greg. Some of the better hires character work I've seen in a long while. For me though, your texturing doesn't work. A lot of it seems jumbled together or not well fitting with other elements within the texture. The models themselves are really really superb though.
Thank you very much! :) I do agree with you about the pointy things, but I decided to keep them the way they are because they were an element from (most of) the original design(s) that I wanted to keep to keep the resemblance as good as possible. Thanks for the input though! :)
Most, if not all, of my work is in Marmoset Toolbag. Substance Painter lacks the shader options for organic elements like skin and hair. IRay is nice, but not for super final beauty shots. I'd prefer black RDJ. If it's well executed, you'll have something strong on your hands.
cool concepts. the thing that i dont like about the model, other than what's been mentioned, is that the head looks like a fox head stuck on a human body. i think the head on the second posted concept works much better. much better blending of the elements