Hi! I think with this kind of compound shape it might be quicker to construct it from individual, separate elements. Then you could either merge them together and use the resulting mesh as a shrink-wrap target for a re-topologized mesh or re-mesh the shapes into a single mesh and smooth the result. If this is for real-time…
realism aside, which sword in Witcher is this based on? Or is it a original sword in the Witcher style? Sword wrap and metallic damage details could use more work
I found this wallpaper online and thought it was really cool. I'm planning on modding an HRAP3 with Juri on it and I might consider this one. http://images.gamersyde.com/image_super_street_fighter_iv-12241-1938_0012.jpg
with your limited knownledge its going to be harder but have a look at http://www.russian3dscanner.com/ wrapx if you have an already rigged face you could use this software to blend it to your scan
Sorry about that. I thought it's best I be brief and straight to the point at first. I've been working on a team project for 3 months, the programmer and I (artist) have been looking into the technicalities for a while now. Without flooding the thread with 3 months worth of links, here's what we've learned so far A base…
Wow, I wasn't expecting this much response for this little thread. :poly142: You guys are probably right, I think I should have blocked out the environment first to at least get a sense of shape, scale or mood. My logic at the time though was since the layout/composition was pretty simplistic (putting asset detailing…
Ok, so with a lot of this stuff in mind I experimented a bit and made a quick material that's supposed to be half plastic and half metal. Thought I would share for people like me who are still wrapping their head around this and maybe it will be useful. And to possibly get feedback from the people who are knowledgeable in…