It's coming along well, I like the hair. I think her thighs are too skinny in the side view compared to the front view, though. I'd expect them to be bigger especially towards the top, giving them a more tapered look instead of straight up and down.
Thanks :) If you want a better view on how a mesh is used in a level use the Primitive Stats, found in View - Browser Windows at the top toolbar. That shows you instantly how many times which mesh has been used in the level among other important info.
well surely in maya if you have a non-planar quad in the view pane, it will still have to be two triangles, and you'll be able to see which way it's triangulated if you rotate the view to an appropriate angle (ie. when a quad could be either convex or concave depending on triangulation).
The JIST (Japan Institute for Science and Technology) created a real world Wipe'out track based on Quantum Levitation (or did they?) https://www.youtube.com/watch?v=Zqmdv5iyIOY "Here is a short footage on our recent work on quantum levitation. We were inspired by the game Wipe'out to do our work. With this new technology,…
I am looking for a small hand full of artists that are willing to work on a project. Right now the project is just a blank slate. Mainly due to the fact I am not a 2d or 3d artist. Who is needed; 2d Artist(s) 3d Artist(s) Concept Artist(s) Animator(s) Musician(s) Sound Effects Engineer(s) Programmer(s) This is going to be…
Do you mean the rear wings appear to be too high up in the front view? Why not just rotate the side view a bit to make them match? Multi-angle illustrations are never 100% correct. It's up to the 3D artist to interpret the intentions of the 2D artist, and fill in the gaps.
OK, so I got the mapping working a bit better now but there are still problems. When I view my model within maya the map looks alright but when I render it there are wrinkles all over the model. If anyone knows what is wrong please let me know. viewed in maya: rendered:
Tilt the head back more, in the side view looks like she is leaning over. There is no real change from the top of the skull towards the bottom of the neck (side view) this might be fixed when you rotate the head back. Knees look slightly to low, or the lower leg is slightly too short. Keep it coming :)
I created the height map of the face by assigning a Gradient Ramp to the head, rotating the UV so the white end is at the nose, and black behind the head. I set the material to 100% Self-Illumination, and rendered the Front view to a 1024x1024 16bit TIF. Then I adjusted the Displace modifier UVs to match the view I…
It looks like your low poly might have hard edges at those locations, or the Y channel of your normal map is inverted for whichever program you are using to view it. Images of your low poly and the UVs of this location and which program you're using to bake and view will help narrow down what's wrong.