@5rov Thank you! Darn, maybe this link will work?https://www.artstation.com/isecgiga0234 Alright, I see what you mean. I'll go back and make those changes. I was going towards a more realistic approach but I might stretch her proportions to how CD project red did it in the Witcher…
Thanks Mark and Scott for writing. He gave me a list of names of other people that are in his class for an opinion. I understand it's a lot of self will, and animation I'm really passionate about but am wondering if it's really worth going to be in debt around $147,000 when all said and done after fees.
The holes skewing is a problem with your Low poly, here's a good thread explaining it: http://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details As for the edges not baking correctly, here's a thread discussing hard/soft edges and UV seams:…
First of all HE IS NOT MAKING IT! HE HAS NOTHING TO DO WITH CONSTRUCTING THAT HMD. He is merely testing a prototype for another person. This guy is the real genius behind the whole thing. http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14777 There's also a website that launched on the 1st. oculusvr.com Its down of…
Thanks Shrike for the informative breakdown. @DevMatt the BMW I'm working on has an ongoing thread at the moment: http://www.polycount.com/forum/showthread.php?t=147504 This is the Messerschmitt Bf 109 plane. Need to get to the texturing. When I start texturing I will most likely start a WIP thread for it. If you have any…
my only critique is to NOT draw robots or clunky-armored-dudes at the stage you are at. Do human anatomy and than get back to this. IF robots and hard body IS what you want to do (like feng zhu/scott robertson) than study perspective and 3d surfaces practices to under how those are drawn. your Photoshop skills are nice for…
I'm a bit more optimistic as to what will come out of CIG. Don't forget Star Citizen represents more than one game...the mission based Squadron 42 is certainly a reachable goal and its what they plan to release first. The persistent universe game that follows is where I can see the pessimism going. At least they can try to…
'Inverted' as in depressing inwards rather than protruding outwards? I can't quite see what's wrong in the pictures, but if they display fine in marmoset and I'm assuming in a game engine, then there's nothing to worry about. Usually problems like this are caused by UV mirroring or cage settings but you seem to have each…
The issue is that the low poly is only one part of making a model. You keep saying you're going to apply a normal map but I haven't seen you post a model with a normal map applied. How are you making the normal map? I don't think you're making a subdivided high poly and baking it which is the workflow most games use. You…