conform compound object as shrinkwrap replacement probably And 3d party tools for normals transfer like Noors Normal thief Neither work same interactive and easy as in Blender although. Perhaps could be recreated with Max Creation Graph but I have no idea how. Too crazy convoluted even after Houdini
Same goes for helmets, I suppose? A: Helmets can have more different bounds, they just have to fit correctly over the head of the faction and class they are made for (must have eye holes that match with the characters eyes). However they shouldn't be so large that they clip through doorways and interfere with the players…
And here is some extra retouching I've been doing, while learning a bit of Mari for hand painted textures! And a little animation... This is the unholster animation, and the idle loop. I'll go on with adding some more animation states, and put all togetther in a little interactive animation in unity!…
The goal was to post my progress. What I wanted out of it was to interact in other artists and to have a little fun. He does have scars in the latest image. Wouldn't I have wasted less of your time, had you just guess and moved on? Food for thought. Sorry for wasting your time.
It looks great! Fantastic work. I love the face, the shoes and some of the accessories, the overall shape and proportions are great. I think you need to tone down the purple lighting its going crazy on her skin. The wrinkles kind of bug me, the cloth doesn't seem to interact with her underlying frame.
You've made a good point! Thanks for the comment! To be honest I lack the camera skills. I've literally learned to work with them today, because I was in rush. After the scene has good outcome, I'll add a rigged human with animation walking to the door, so maybe, I can interact something with that?
WIsh you all the luck!! THough I never talked to you or interacted with you I always had massive respect about how you take your time to make critiques and replies to insane amount of posts, being constructive to so many beginners like me. Good luck with everything!!
cool new environment scene. I guess I was just confused by the ui because the game looks 'street style' and gritty/grungy so I was expecting something more like that rather than the slick shiny logo but it is a really nice clean sharp style and that makes it easier for the user to interact with on a mobile.
Just to clarify, you're speaking of the hi poly model, correct? Also, I notice in Maya that with two faces back to back like that, I see the surfaces interfere with each other in Maya's view port. I assume there is some minimal distance separating each side...how far apart should they be?
Very pretty as usual but I can't really tell the difference between the updates. Been nagging about this before but I really want to see more of the game itself. Kinda hard to crit your environment when we don't have any specific examples of how the player will interact with it or vice versa.