I think you should push the deformation of the head a bit more, take a look at the forehead for example, while he has some deformations at the moment the concept conveys way deeper grooves and lumps. Keep up the good work!
This is older, from UDK, but might help you. Specifically, the example height input texture is meant only to be used on a strip, but usually you want a tiled height map in your alpha. http://www.polycount.com/forum/showthread.php?t=100011
@carvuliero i'm not sure using a heavily made-up image with lots of contour work is a good example of cheek and chin transitions. Like, the lines you're referencing are literally painted on to the person, and aren't an accurate depiction of where the forms actually are.
nice! it'd be nice to know how low the polys are :) i was thinking maybe some dripping stains on it since it looks like an old statue? but placed in reasonable areas that would contain the drip like under the chin and such. here's an example
This isn't how most modular game assets are designed. Instead, choose a pixel density to work towards, and use that as a rough guide when creating each individual asset. For example 4 pixels per centimeter, or whatever you decide.
well. i've juggled a ton of options thus far. nothing. when you run a note ( for example ) on var0 and var1 you get the name of each. a string. why the fuck then is the conditional not simply : [If, SubToolTitle_1 == SubToolTitle_0 , //do this , //else. do this ]
Oh so when I am m unwrapping them take into account the other uv unwraps. Example I put a box in the upper left corner, in other unwraps don't have anything where that uv unwrap of the box is at?
curved line is more prone to jaggy edges doing straight horizontal and vertical lines like in your first post and the example i did it doesnt really pixilate. that shader does put the vertex blend over both btw
I don't have an answer to your question, but i suggest to have a better describing title for threads for example instead of Need Advice! Maybe (Animating advice for cryengine)? And also i think this should be in Technical Talk and not Pimping and Previews.
So basicly your model can't have any faces that overlap othher faces of the other parts of your model as example the bands that go through the skull can't be touching any of the skull? or did i get it completly wrong?