Hey everyone! Just wanted to share a quick update on this project. I was recently invited by the 80 Level team for an interview and a deep-dive technical breakdown of this environment. Since it turned out to be a massive 19-page piece, I won't cross-post the entire text here, but I really wanted to share the link with the…
I'm working on a face rig for a Unity game (hope this is the right place for that). I'm building it with a lot of blend shapes, so I need to test it and remove some things probably. There will only ever be one or two of these on the screen at a time though, so I'm hoping it'll work out. Here is a small test of some…
Hi all, I can't seem to figure out whether or not Modo supports edge/face constraints like Maya and Max have. Here's an example in Maya. People mentioned using the slide tool but even that seems to not have an "absolute" setting like Maya or Max does. https://i.gyazo.com/1111e5ba3229c186c9ee4db7d14a115f.gif…
Hi everyone. It seems I've run into a bit of a problem that has left me somewhat puzzled. I exported a low poly model, from Maya 2010, as an obj for baking in XNormal. After repeated bad AO bakes I decided to take a look at the obj file itself. Upon doing so I realized that everything had duplicate faces. The original MA…
Hi all I havent really done much in the way of 2D and this is my first attempt at a face and it's taken a fair old while (2 weeks on and off) using Photoshop & Painter Reference image: Im sure you all know who it is {edit) thanks scooby, have posted the ref image now. Yes I will be working on some original stuff pretty…
Hey! Thanks for the quick feedback.To clarify: * I am using 16-bit depth normal maps, exported in PSD format. * Regarding the World Space Normal map: I do use it as an input for a specific diffuse plugin to improve my texturing workflow. * About the seams: I definitely understand that a color shift at the UV borders is…
Focus less on the small details, and start with planes of face will help. Also, less subdiv. Once you manage nice proportions and forms, start hitting facial features with real model refs. http://www.pinterest.com/PyrZern/reference-faces-n-hair/
PeterK: Thanks a lot, great advice there - I'm definitely going to use it! felipefrango: Great link! Thanks! Talyor Hood: I was influenced by the Norman rig for this mesh, as I want as simple a face as possible while still being able to show as much expression as I can. I have modelled the nose as part of the mesh rather…
The problem is like this, I planed to seperate meshes into different objects from a whole by extracting selected faces. After extraction, the shader applied on both objects ( new and original ) has been changed to some distorted cloudy color and cannot be replaced by defult lambert or blinn. Does anyone know how to fix…
This is great advice, I came here today looking for this.... The hardest part i have in starting any project is starting itself, there are so many questions before starting. Is this project going to have an impact on my portfolio ? How long will it take ? Will i be able to finish the project ? Where do I start ? What do I…