totally agree with the above replies, just wanna give my 2 cents as well. I see three issues here. A. artist doing their own thing, and not what you want in terms of style - this could be either to the artist not being used to design (that is totally okay for a production artist imho) or you have to teach them what you…
You can also create max bones and link them to the biped. This is useful because max bones can be rigged up to follow dynamic simulations like cloth, spring controllers and the flex modifier so you don't have to hand animate the hair. You can also hand key max bones that are following a simulation, depending on how you rig…
I would say that if you're an environment guy who is not that experienced in character art, you should stick with realistic anatomy for this sort character's body/muscles etc, but feel free to go nuts with head/hooves (look at goats, cows etc. for those). Get lots of good reference and follow it as closely as you can. Here…
I feel like the lighting is a big enemy at this stage-- I'd recommend bringing it into Unreal and mocking up the lighting, and seeing how things look then. I think the wall is probably too bumpy, and I'm used to lace tablecloths having borders around them, where yours just kind of tiles and cuts off sharply. My other…
Hi I'd like some feedback and advice regarding my generated and baked hair. I've followed two courses now - one by Johan Lithvall and another by Andre Pires, which is a very similar workflow to Johan's. However, with the hair I've made, and since, mine always looks like straw. :-\ I've even tried adjusting the shader in…
It's a case of "it depends". Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet…