hi everybody ...I doesn't post and contribute really in this forum but as try to get a bit more skill into modelling i hope i will can participate a bit more from now.. anyway i wanted to show you a model i started recently to have some feedback about what's wrong or not etc... the character is based on a comics marvel bad…
Even if you clean the canvas manually (ctrl+n)? And what about the flat render, is it red too? If flat render is ok, then you can apply flat material manually.
Updates! @Blue Youre right, hes chest does seem abit flat. I acually wanted a kinda "fat" bulgy shape, but the pattern and lines where messed up. I'll fix. Hes legs in front view where kinda old. Worked all night on the back view, and was too tired to start on the front again. These have been changed and updated today. Im…
There are a few FBX export tools floating around. I wrote this one specifically for use with Unreal4: https://dl.dropboxusercontent.com/u/2336353/FBXport_v1.02.ms Set the path: CLick the [...] and browse to the Unreal Project. Usually C:\Users\USER_NAME\Documents\Unreal Projects\MY_PROJECT No need to target the content…
Great work, I can see the amount of hours you put in. Did you use any special workflow for the hair cards? The shoulder musccles are a bit too defined and the armpits are a little too deep. Sculpting in T-pose can be a bit deceptive, and that makes the arms look a little odd after the posing, this is why I use the A-pose…
For reference, the Greevils were and are one of the most ridiculed and disliked things that Valve has done by the community. I don't think that the problem is so much the fact that it's different or even cute, the problem is how it's different and/or cute. Like I said, they looks like something out of Plants vs. Zombies or…
With things like that, i usually try to do 1 of 2 things: 1. Model a better shape less problematic to unwrap. 2. Put seams in the hipoly model where i think i'll need UV seams in the lowpoly. You already have that so i'd UV map the top half flat (till that inset seam that goes around the model) then UV map the rest below…
this thread is quite intresting. cause i've found that most of my problems usually happens when trying to go from a Hard edged into a smoothed area. And i often think "Is there a possibility to modell this as a seperate piece but make it seem as if it's connected". I know that sometimes N-gons works fine (as long as they…
ha! thanks ;) I'm not sure of the concept artists intention, I just tried to match the concept art as best I could. I couldn't capture all of the shading exactly without having to have actually painted them all on as in the concept, which wouldn't translate when I changed the perspective. For example, I think her eyes…
A few things: 1) The crosshair should be floating in behind the lens, to give it that depth effect that the eoTech scope has. 2) The bullets in the clip... Well it looks strange. It doesn't look too bad from the side, but I imagine from first person that will look cheap/flat as hell. You spent so many polies in other…