Try giving Unwrap a try? I haven't used Relax in a long time. The trick is that you sometimes need to be a little selective when using it. Like if you did a quick UV Based on Camera, and have a set of faces that were close to perpendicular from the camera: I'd select that set and unwrap them horizontally (or vertically if…
just do it and learn from that. You seem to favour patch modeling thats fine - I use it often for character faces. The thing that suprises me is that you already have so many subdevisions even though you just started. I myself (I am not saying its the right way) usually would have far less polygons at such a state. Because…
They are a little "puffy" on the upper edge. That is to say that they lack the usual inward curve, if that is what you're going after, it's actually somewhat intentional. With her sculpted build, soft and natural looking breasts actually look rather out of place. Perhaps that was a mistake, but it is one I'll likely stick…
I usually multiply the alpha output of a vertex color expression, with the alpha of the texture I'm using for the particles. Then I filter this into the alpha of the DepthBiasedAlpha expression. This, in turn gets output into the opacity node. The number in the DepthBiasedAlpha expression is supposed to determine when the…
This is definitely true quite a bit sadly, as studios will do internal hiring rounds first (usually), ask if people have referrals second, then quite quickly after that they will post online. So by the time a post pops up online, they will usually already have a batch of applicants at the top of the stack. This is where…
Just in case you didn't know this, in UDK you can use the changesize command in the console to change the height of the point of view, combined with some fov tweaks you can usually change stuff around to your liking. I usually stick it as an automatically executed console command in kismet (along with the FOV change), when…
@SA_22 - Dont worry! the zipties are on their way :D @Athomield - Thanks man! glad you guys like it, quite a "niche" subject but hopefully with abit of work it'll look more interesting than your usual car thread :D @RoosterMAP - thanks man! you'll like this update then Updatez More progress on the 200sx Drift Cinematic,…
Yes, a manual retopology is required to ensure you'll have an animation-friendly mesh. "I need to have a low and high poly to baked it ?" Yes, if you're going to create an optimized game asset to be rendered in a game engine. "And finally how I'm doing for this mouth !?? XD I need to close it to rigging or stay like this ?…
Deleting the HTTP:// usually does the trick. Make sure you have automatically embed media checked under "go advanced". It's a finicky mofo though. Here: [ame]www.youtube.com/watch?v=zBMGDz6WyiA[/ame] r_fletch_r, reminds me of working at Tantalus. That stuff got completely out of hand - by the end of it, people were hiding…
What software are you using and do you plan on taking this into game engine? if so check it there to see if it's a software problem or graphics card. Game engines sort transparency better than 3d softwares, so sorting is usually an issue that can't be avoided. Sort order is determined by newest vs oldest vertex created.…