Retopo is done! It took me a while to get everything looking really nice, I wanted to make sure that I got really clean topology which is something I defiantly need to practice more
Dynamesh likes watertight geo. It even tries to automatically fill in holes. You don't need to delete the unseen geo of the highpoly. In fact, in general it's better practice to fill holes of the highpoly for more predictable baking.
I love how the over-riding message in this video is "i'm not doing anything special, i'm just paying good attention to my reference. anyone could do this if they practiced enough". good job man!
Cool thing that you are allowed to do something practical.. over here it's not scientific enough if there are no existing books or studies about it.. which is pretty much a problem and leaves it to.. violence.... sexism.. addiction.. game design stuff..
Move, Clay, Claytubes, Standard, Smooth, Clay buildup, Damian standard. Practice those, since they are the primary ones. Try creating a basemesh with Zspheres, then afterwards use those 7 primary brushes in conjunction with Dynamesh.
@clark Thank you! :smile: You are right about the geometry around the panels. I don't get pinching, but it's because it's a flat surface, if it wasn't for that it wouldn't look good. it's a good idea to change it anyway as practice.
Hello, I've been worjing on a recall animation. Here's some drunken warrior... practice! https://www.youtube.com/watch?v=GuRun0H7X3g&feature=youtu.be I'm far from finished, but any critique is welcome Cheers!
yeh kinda, but im using a special brush that steps translucency in closer increments, gives you colour distortion. dodge and burn would be good practice. http://www.youtube.com/watch?v=K2sSDLEjsGY&feature=youtu.be
Playing with the spec map to get a bit more detail. I really need more practice with them, especially tweaking the values to get it looking right. Here is the map I tested and the corresponding Marmoset screenie.
At this point this is really just theorizing it. You'll have to practically try the various setups in the very specific context you are working with to see what works best, what behaves best under texture scaling, and so on.