Fbx has several ways to represent normals - what it uses is defined by the export process Since blender doesn't (and can't) use the official SDK for fbx export it's rife with these sort of issues.
speed hair creation. all the hairy bits took me about 2 hours + the basic diffuse skin texture i did the zbrush model a few years ago but lost the blender file. i often knock up this kind of 3d sketch to see which ones I want to refine (if they are interesting enough)
specular reflectance is equivalent to IOR for our purposes so you're using it either way. for a metallic roughness model: - on metallic surfaces it's a function of metalness value and basecolor - on non-metals it's either equivalent to acrylic/paint or defined by a separate texture (dielectric specular level - or just…
I think your method of matching model with reference will only take you as far as ensuring that all her facial features are in correct place, but not in defining the forms. For example, the chin you modeled seems too pointy, in the reference the chin appears wider and more flat on the bottom. Also between cheeks and…
i finish a basemesh/game-resolution-mesh - to be used as subdivision level 1 for sculpting - in the 3D app first. e.g. as a generic head or entire body without very characteristic features, then define UV's and triangulation (make sure your OBJ ex/importer does not mess with that - Z and MB will respect and preserve it as…
The more you ground your stylization in reality, the less problematic a lot of the design will be. Just to take one element as an example, the shoulder: https://m.media-amazon.com/images/I/61wj3JqLo7L._AC_SL1500_.jpg To make something stylized, you should thoroughly understand how the real thing is constructed, then you…
I know this doesn't help those who recently lost their jobs, but I guess as a whole it shows the strength of the industry. http://www.gamespot.com/news/6201094.html?tag=latestheadlines;title;1
That silhouette is much improved! The general forms of the blade painting are coming along as well. The emblem towards the base of the blade feels a little polygonal at the moment but I'm sure you'll refine that shape as you come to it. Two things I would suggest early on are to define a lighting/shadow color and to…
Love this! You've been putting a lot of work into this and it shows. The biggest thing that jumps out to me is that everything is equal in contrast and saturation, which makes it a bit "busy". This causes a bit of visual fatigue because the player doesn't have a clearly-defined thing to focus on, and the eye doesn't have…
Knowing is merely believing with conviction, unfortunately many (most?) people don't realise this, from all areas of belief (religion and science). I've always felt that believing in something because it can't/hasn't yet been proved false is very much the wrong way to go about it. I feel belief (in whatever) should be…