Well I feel confortable doing more stylised character but I usually request more reference, I'm usually really hard headed when it comes to have nice character sheet when it comes to stylised character because it's so easy to destroy a nice stylised design. Do it too much and it might look weird, not enough and it might…
Translucency depth is linked to mesh/scene scale. Scaling the your model manually should have the same effect as changing the scene scale. One thing to note with translucency is that direct lights are required for it to work, the sky lighting doesn't contribute to the Translucency effect, so make sure you have some direct…
Great link, Johnny. Never knew he did a guide - that's some good stuff. Dave, the thing I usually do is start with the clothing almost flush to the skin. Then when I sculpt, I try to only sculpt OUTWARD away from the body. That way, I don't wind up with skin poking through the clothing. If I do wind up with a little skin…
Forgive me for dragging this up, but I just don't see why there's such a lack of interest in really clear textures with low-memory usage. A lot of games use hi-res textures and it actually takes away from the overall visual message, IMO, they aren't really necessary. If not vectors could we upscale images? As in small…
wear what you usually wear (as long as it isn't a monkey suit) make sure your clothing is clean and tidy make sure your behavior is tip top - we can deal with weird looks, but unfriendly people: nope about suit jackets - if it fits your style, why not? they're only laughable when it's obvious that they're not part of your…
I think you are confusing two different things. Drawing static polygons takes up memory but is fairly simple to do. They usually don't increase the render time unless they're taking up all the memory they have availiable to them. Drawing complex shaders has more to do with the fillrate of the renderer than memory. Shaders…
thanks everybody this does help out a lot. Bagelhero thank you for the graph it help me understand why usually when i do get critiques they say to just keep going. I usually do my own designs because i feel like im ripping someone off but i can get into looking for a good concept to work off of and ill post it in polycount…
Do you mean explode by moving the individual parts out so the baking knows what detail to use instead of accidently catching details from other parts? cause usually that works for me and then i make sure the bake isnt shooting rays too far out to catch unwanted details. to make sure my low and high poly match i usually…
matabus - thanks. i've had the book opened next of me throughout this. it is where i got the idea to do my own version of the character. i'm thinking about also following it up with a piggsy model, but i want to finish this one first. mcilroy - thanks, but as a fan of the originals, i usually walk around trying to forget…
thx for the comments, about the trigger, as I usually don't do something without a reason.. the trigger got a function.. To make things simple, the grey part you can see on the high poly is a kind of electric battery you can plug in the sword.. (and because batteries are usually pretty heavy, that's why above it there is a…