I’ve got the body and face sculpted, and I’m planning to put together a timelapse video before the tournament ends. The clothes are already done in Marvelous Designer, so the patterns are finished but I just need to refine them, clean the topology, do the UVs etc.
Hi! Looking at your texture/UV layout, I think you could adjust it so face and hands get more resolution. Some options: - Separate into texture sets of varying resolution (head 4k, body 4k?) - Trade some UV distortion for more pixels at critical parts (for example scale up face, squash back of head UVs) - Consider…
Hey Polycounters ! I recently made a new tool for the "face weighted" normals workflow in 3DS Max: https://youtu.be/yzfgRYphbJs A fast and non-destructive solution for real time hard surface modelling using chamfers and custom vertex normals. This is a very versatile tool that will greatly help you dealing with "medium…
your painting looks very nice. it clearly conveys an idea. it has a nice composition and i like its color palette. i think it could be considered complete. forms are clean and clear and easily allow it to be taken further, if desired. i think a good refinement approach at this stage, would be to unify treatments. isolate…
And there we go. Same caveat as last time, there may be omissions or errors but hopefully not too many. If you notice any just tell me (and if you don't have a Polycount account bug me on Shoryuken or SA or wherever else I may be, same nick). Secrets of anime-like 3D graphics, part 2 Opening statement: you can slap toon…
Hey So it worked! Thanks so much man! The only thing is the detach only works on the opposite faces of the face that I used detach on? How can it be done to be symmetrical and applied to both?(In the picture....Left is detached, Right was the one I did... Shift-rmb>Press Q to be in Selection mode>Select only one of the…
Could be Z-fighting. So double faces or, more likely, a copy of the original model being in place or the low poly being considered for baking as well (although the models seem different enough to get a different result from the latter). I assume the cage is well above the top faces? And the lowpoly model in the top…
Overall, the texture is looking pretty solid but the face needs a lot of work. It was already quite odd in the sculpt and the texture is amplifying that. These are some of the faces in GW 2. They have some of the prettiest faces in MMOs in my opinion. All of them are super feminine and soft...try to mimic this. I also…
The models you used are not great, might not seem like a big issue but they really put me off- im sure theres an sdk thread lying around these boards maybe someone can link it). The weighting didnt seem to great tbh, why did you not move the clavicle on the full body rig when you moved the shoulder? For games dont really…
In this case, there's a couple of significant issues with the low poly geometry and the corresponding UV unwrap that are contributing the overall issues with the shading behavior and the normal baking artifacts. Certain types of overlapping geometry issues can cause intermittent baking artifacts that can seem to appear and…