This is really just a practical example, this model itself isn’t used for anything. I usually work on low-resource video games where the mesh has to be heavily optimized, which is why avoiding support loops gives us a big advantage. Sometimes my models can be seen in first person, and that’s where the main problems…
i would look into marvelous designer for all the cloth. the days of hand sculpting cloth are limited. simple clothing like that could be done in lass than 30mins in MD.
so question about cloth and rigging/skinning in general, what would be the proper way to do cloth? because in games like dark souls/bloodborne, the cloth moves freely. Just curious how that works.
This is looking awesome I love the proportions in the face. That nose has a lot of character! Your lighting is good and showcases the model well. I think it may have been mentioned above but in general I think this could use more fraying/weathering. The fabrics all look very new. The texturing in the face is beautiful, but…
First off... CURSE YOU!!! I was going to model that concept. But good on you for picking a great concept. Secondly... I have some critiques for you. As of right now your color on her clothing is off from the concept. I don't know if that was on purpose but, if you are using a professional concept art, nail the concept art.…
the link under clothing in http://wiki.polycount.com/CategoryReferenceCharacter, Hi-Res shots of most of the clothes. Nice for finding folds, etc. is broken. I think it need more clothing links.
Hi, I just discovered the game Journey and I found it very beautiful. I am a developer and I am very interested in art and technical art, that's why I am posting here. I found some explanations of those effects and I want to share with you what I found and of course I would like to better understand those technics.…
Hey Lou, i'll see if it's feasible to add it to any of the other geometry around the scene, cheers :) For the past two days I've been working on a couple of different things. I've received a lot of great crit from peers and lecturers so I've been working on putting them into my scene. Some of the crit I've been working on…
That depends on how you want to handle the cloth. If you want to rig the cloth to its own bones, you don't really need to worry about the edgeloops matching the pants and knees. If you don't want to do that, and would rather go through the pain of making sure the weights and topolgy match the underlying pants, then, yeah.…