You still need to go back and check the proportions of the face. The eyes are still off proportionally... They should mostly be located in the middle of the face... Ears usually corresponds to the length of the nose. Bottom of nose is usually halfway from the eyes to the chin.... you need to go back to get these…
I usually define it as followed: Texture: A single image file acting as a variable in a material. Such as an Albedo texture, which contains the colour variables. Material: A collection of texture passes which together make up a completed material. In a PBR system, usually a Material would require an Albedo, Normal,…
Beowulf- Yea I usually draw with the whole of my arm when I work in pencils, I need to translate that into my digital work. Also good point about the face ratios, I usually draw the forehead too tall, been trying to eliminate that for the past 2 weeks. thanks for the comments.
As I have it now, everything has about the same texture resolution. It would make sense to to upscale the textures closer to the camera for a 1st person scenario, but what about a "hybrid" situation, where it could be used in either 1st or 3rd person? Should it stay even, or have a "less dramatic" upscale? Thanks.
eh you guys get too much sleep, I usually go to sleep around 1 or 2AM and get up at 6:30AM (to go to work) if not awakened by the demonic alarm (and depending on the quantity of whiskey consumed the night before) I'll usually sleep till 9 or 10AM though. James Ball
Hi, basically you set your seams as usual, hit "simulate pelt pulling" once to break the seams and then exit the pelt-tool to continue like mvelasquez described. I usually don't even bother with the peltseams, just map everthing as a "solid" mesh without seams as a start and then break edges and relax.
Jouste! Give me your LoL name. WE MUST PLAY. I'm there under... wait for it... Sectaurs. Co-workers and I usually play every lunch. Addicting stuff. dope stuff as usual. I want to see more LoL chars. p.s. Frightened Rabbit has taken me over.
NoSeRider: You do realise that at most companies, the lead artists usually look at showreels to decide about applicants, right? They don't hand the videos to any old random member of staff, you know... The HR people don't usually decide on the quality of the artists they're looking to hire - the art team does.
It's usually easier to have the same topology on both sides, but not necessarily the same shape. I usually just retopo one side, then use symmetry, and then go in and re-snap all the points of the other side to the hipoly head to preserve the asymmetry (obviously this is easiest in apps like 3D-Coat or Topogun that have…
For giving critique It'll be harsh so just bear with it Saturation is too high. Usually objects don't have saturation over 75% Linework is sloppy, you need clean strokes - you should also learn a bit more on line weight. Thicker the line usually means it far thin lines means is close.