More work on the hair, pretty happy with it so far. Might tweak the positioning of some of the strands in the front view to overlap more onto the face. Blonde hair is both more and less forgiving than dark tones in different ways! Also I think she needs more silhouette breakup in the front view...
Raul - thanks, yeah the top left image would be closest to the players view of the gun as its a low handling gun... I did focus on rounding off to what a player would see in that view. I see i missed a place or two though. thegodzero - yeah.... i know what your saying.
Short answer... Test it out in the game engine, at the viewing angles you'll be using in the game. If you want to see why, put black inside your UV islands, and hot pink in the gutters. Then view the model in the game, at gameplay distances. Repeat with different padding amounts. Then you can determine the least padding…
Based on my limited knowledge from playing games, the eotech is for close quarters and quick target acquisition so it has a wide peripheral view. The aimpoint would be really bad for CQC because you're limited to a small fraction of your view. Whereas the eotech has no magnification so it's not great for mid range. Also…
@CybranM Thank you very much for your comment! Yes, I agree with you, the face is not nailed at all... I'll be focusing more on that problem next. I still think the front view is particularly bad. Yet I don't dislike the profile and 3/4 views... Thank you again for your input!
I would use spline IK for this http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-787BE013-B685-4DA0-A9FE-8146B3235BA3 But you could manually set it up as well. Look into Expressions. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-65186F02-824B-4BBE-8559-69275E036E6C
Hey MisterSande, Thanks! I've used 3DSMax for the blockout. I went into ZBrush to quickly get some nice material and shading on the model for a better presentation :) . Cool bullet btw, was eyeing that concept, but went with the weapon instead. Did you find some reference images from other views besides the side view?
While Vig's guidelines are spot on, I prefer using a technique I got from one of EricChadwick's posts- Slap on a test DDS with the dimensions written at each Mip level and view the model in-engine. Whichever Mip shows up on your model at the size it will be typically viewed at on-screen is your optimum texture size.
You don't need a normal map to view models. Try checking "move light", then hold control and click in the view window while moving the mouse around. If that doesn't work it sounds like it may be outdated video card drivers. Hope it works out for you, Melody is a great tool for reducing polys too.
I want to take a scene that would fit inside a cube and apply some heavy camera distortion, I can get about 50% of the way there by changing the focal length of the camera. What I would like to do is expand the viewing angle of the camera. In the image attached, you can see from the top view its a cube with a wall missing.…