Hello Polycount, Happy to finally share what I've been working for the Skyblivion mod team. For more High res pics make sure to visit my Artstation Critiques are always welcome! https://www.artstation.com/valleguilherme
I got you buddy :smile: Select any number of face vertices, the first being that which you want to copy from. Run the MEL script below. This will copy the normal direction from the first face vertex to all other selected. Code is commented so you can see what I'm doing to get there. Hope this works for you :) //Enables…
World of Warcraft old vanilla races busts. In these works, I don't limit myself to the number of polygons and texture size. I try to study wow style and have more practice with faces painting. All armor designs from game.
The wound was supposed to be self-inflicted. A slow cut across his face with a knife. He's a total psycho. All the other comments pretty much fall into the fact that I haven't touched those areas yet. BTW, thanks for all the comments!
First update post on this thread. I worked a bit on clothes and some accesories blockout. I mainly updated girl's face and started the oni one. Girl full body: Face closeup: I'm not too happy whit the face, I have to modify it quite a bit. Oni face: Quite happy with oni's face until now.
The previous comments are correct. You have a floating face, not edge. There are some options you can enable that will help you see degenerate faces. In Windows>Setting/Preferences>Selection : Enable Face Centers This will put a dot in the middle of faces, and can help you determine collapsed faces across your model.…
If you had a more close-up shot of the face, I could specifically critique it, but right now I can just say that it looks kind of strange- the mouth, nose, eyes, neck and overall face shape. I think that the skin contrast looks WAY too high in the specular areas. Having too much spec on skin is one of the mistakes a lot of…
For a first go at the human head, while the proportions are off, the topology isn't half bad. Rather than making a skull to just throw away, use it under the mesh in Zbrush to help with getting proportions right. In fact, I would first concentrate on getting a good skull model made. Notice the differences between your…
It looks like your polygon distribution is very uneven. You've got a lot more tris in the face than you need. Also, I can't tell from the front wireframe, but it looks like her feet are pretty "blobby" and lack structure. Also, I have to ask, why is her eye taking up so much room on the texture sheet? It is the same size…
The UVs are just a representation of the geometry coordinates in 3D space(XYZ=UVW) so the geometry faces don't have a 'physical' connection to the UV faces. Flipping a geo face will not flip its 'twin' UV face. In Max there is a feature called 'select inverted faces'. I don't know the equivalent in Maya. Perhaps a Maya…