@D_Choi Hey man, I'm digging the result! It looks much softer than before, I like the shading as well! Perhaps more breakup on the sideburns and have them clump more. Could you provide some info on your hair textures/best practices? How did you plan out how the hair texture sets should look?
Setup a document file that has the right settings for you (background color, canvas size etc) save that as a project file in the right place in the startup folder. Open the document and load the tool. I find the undo system handy but dont need it to record previous sessions as it gets big fast. Saving projects is a great…
Well I found it practical since the work (architecture viz) seemed rather routine after the process was down and the architecture libraries (cars, people.etc) were ready. So ultimately it was down to render quality and lighting which is important to get right. Ultimately once you have dedicated clients its easier to keep…
Whew, learned a lot on this. Mainly, that i still cant sculpt faces yet. More practice is needed. ANywho. I do like trying to familiarize myself with thep rocess of taking pieces to completion instead of letting them sit in purgatory. SO in the Interim, I'm going to start in on something new whil the critiques come in for…
Keep in mind that I have a retardedly simple view of graphics programming in practice... but here i go. If you've written a textured polygon drawing function then why not integrate your vertex colour into that? your using a barycentic coord to sample your texture so why not use it to work out the vertex colour factor it in…
Thx! I don't think I'll go and take this all the way to an in game model and texture. I get a lot of practice at that on the job, so I prefer to focus solely on HP in my own time. If I were though, I'd kick out my subtools as reference and then build the low poly mesh using my intial blockout as a starting point.
Practice makes perfect! FYI the concept of seams and unfolding hasn't changed much over the years; the unfold methods change sometimes, but smartly-placed seams never will. Sometimes with organic models, you may find it easier to make more cuts than you need at the start, you'll get a good idea after they unfold on how to…
Oh, those look really helpful, I have been having trouble getting tight folds. I was thinking about how I can make them better and will take a look this evening, might practice a little at work today as I have access to zbrush there now. Will post some more screens tonight, no time right now. Ta.
Or, rather than forcing an ortho rotato cam, why not just strip that approach from your workflow. Not the most practical solution? It might give you some peace of mind... If the cam starts straying away from your selection, just hit 'f'. That's all I ever needed to do anyway. From one ex-max user to another.
Actually you know what? The other day my wife changed my keyboard to another country's layout as a practical joke. I set it back to the standard US layout but I did notice a few bugs since then. ops, sorry about the double post, running on almost no sleep! :P EDIT: Got my delete key working in marmoset. :)