I guess I didn't look closely enough at your first image, Fex. Those pivots look great. They have to be local, otherwise all your animations are going to be messed up... the bones need to be able to rotate about the alignment of their real-world bones (thumb knuckle must rotate perpendicular to the thumb, etc.). If aligned…
I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
It's better to embed the images directly into your post, than to use Attach File (which makes it difficult to scroll through the images). You can drag-and-drop images directly into the post editor, or you can use the Attach Image button (looks like a little landscape painting). It is natural for normal maps to show…
Updated her skirt (finally) in Marvelous Designer, though I think it currently looks too tight fitted on her. Might go and puff it in Zbrush and see how that looks...
sorry for not getting back earlier, what i meant is that you introduce mechanical looking patterns be having always the same distances and sizes of things. but besides that, i feel like that you are polishing things too early and often, trying to get a clean result, cleanlines that seem to go on forever. which can be a…
Oglu, thank you for the reply. So please correct me if I am wrong, I hope I am understanding you correctly, so basically its ok to import a 200k mesh from Zbrush into Maya and use that to animate? I have been putting normal maps on it that I made from the 80m poly mesh and thats what is coming out jenky. The mesh for maya…
Yeah I've been searching for that too... I tried many things to get two material displayed but had no time to look further into it. Its possible tho since Derton made a screengrab of the doom male model perfectly displayed in his viewer, body and head. I think Vahl's spaceman also fully displayed too... That leads me to…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
Hey guys! Thanks for the input! @almighty_gir concerning the nasolabial fold I think it's really the lighting / material that is making it look weird in the second image because it's exactly the same model, no change was made between the two renders. I'm gonna take a look at the corner of the top lip tho, thanks! Yah I…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…