Character is lookin really solid Bonebrew. Only crits right now are that the folds on the back where the strap touches her back are lookin kinda off. Maybe look up some pics on google of people wearing messenger bags and see how their shirts around the strap? Shameless crosspost from my wip thread since a lot of people saw…
@ d2king10 Yes, the way I create hair cards is pretty straight forward. Retop the new hair cards in Topogun Import geo into maya, extrude the faces crease the edges, view in smooth mode (hit the 3 key) position the geo where I want it then hit the 1 key then smooth once then delete the unwanted faces created by the…
@ Hboybowen: I'm not really good in doing a time lapse of my work especially not since I believe they would bring up more questions than answers like: "How the fuck was he rotating, moving AND panning the Viewport at the same time with his cursor beeing offscreen selecting Tools!?" But I could find the Tutorials that…
pic-O-rific Update! couple things: 1) is there a way to check for n-sided polys or n-gons in max, i know in maya there is a way you can highlight them through the menus + options, is there a way in max ? 2) i was looking through the very nice polycount wiki and took a gander at the mount & blade modular piece article, and…
aNarchy: I can see some areas that can be optimized in regards to tri count. Don't be afraid to break the building into seperate pieces and work modularly, like you did with the flying butresses. That alone could save you on tri's. In regards to Unwrapping, I've never used UVLayout but it looks like a valuable tool. One of…
Thanks guys, appreciate it :D G_I_B_B_O_N - Youre completely right, they were way more visible before I added an expression to her face. I will remedy that asap. felipefrango - Awesome expressions. Ooooozing character. Kot_Leopold - I put together a little gif of how I do the little more complex pieces whenever I sculpt.…
Thanks! as for the method for making terrains, I'm currently setting up a detailed workflow that I will share with the community. There is really nothing special to it, but I'm sure that will save a lot of time for people wishing to get convincing results for highpoly cg renders and for game engines. Just to summarize it…