The face is looking great. The collar looks too thin though, have you tried using the shell modifier on it? If you go for transparency you're going to need some more hair planes. You should also add a hairline to the skin texture, the border between skin and hair is very sharp at the moment. Keep it up, this dude's looking…
I'm on it, trying something simple to begin with, then add functionalities as needed. It will require an Edit Normals Modifier though. I'm starting with support for Editable Poly Object only, eventually extend to modifiers. I take that selected contiguous faces keep the normals averaged between their normals. It implies…
Thank you for the reassurance. I'm currently using a method where I select use the Border tool and simply select all top edges of the map, drag those down, then shift+drag up for more sides. A bit conventional, but I'm not complaining yet. I would still love to know how to "INSERT" more sides like my original question.
Can i see your result? Im unsure as to why you made your UV Island so massive that you appear to be outside the UV borders, Wouldn't this just cause a horrible result, Please post the maps and the final result, Also are you using this for DX11 aswell? I would like to see how this would respond in UDK on DX11
Also, one crit I would say for your newest screenshot is that I'm not sure what purpose the U-shaped designs on the front of the panels serve. In the concept they look like they're supposed to be hatches or doors, in which case I would definitely add a top border to them and maybe some hinges or something so that they look…
in newer versions there is 'Local Aligned' but doesn't always work. i use Extend Borders script. it has some quirks like it doesn't work with an Edit poly modifier, you need to have Edge constraint off and sometimes you need to toggle Straighten Corners if it's bugging out. But apart from that i use it everyday.…
LSheridan : Haha yes the white tube is not textured yet, I will put it in a grey scale as you say. jaaamesss : After your critics, it's right they seems a little bit too saturate. I will change that and add some variation. BobtheGreatII : Yes you're right I damaged too much the border edge so it seems "round", I noticed…
There are a lot of ways to have these seamless transitions, including vertex/texture-alpha blendings, decals, special tillable textures that come with border transitions between other terrain textures (low end systems use this a lot since the shader is extremely simple, no texture blending but instead you align the texture…
Still haven't figure out the 0 to 1. Although all of my maps are within the 0,1 borders if that is what you are talking about. I tried completely resurfacing and remapping the problem parts and only one of five worked. However, when I made the maps in ZBrush it worked fine. There must be some weirdness in how Lightwave…
One piece of advice for your textures (which look nice by the way) instead of a white background put them on a background that is roughly the same colour as your foliage. Sometimes, depending on your alpha, you might end up seeing a white border around your foliage otherwise. This is more noticeable in video games where…