Bone : The clothing is looking fantastic. Everything from the neck down is awesome, but I would say the thing holding your peice back right now is the face. Her eyes are way too wide open and the mouth is almost a frown. Reminds me of this. Try giving her a more relaxed expression.…
You say you have a cubemap working in a custom node can you post and example of that working? I cant seem to get even a simple cube map to work in the custom node. I've tried the custom texture node in conjunction with defining the cubemap in it using texCube(s,t) and I've tried to just return a texCube node directly using…
Activate the composition you want to export, then go to composition (on the top menu) -> add to render output your render queue should show up, click on the file format, a new window should open. there in the dropdown change it to .tga always remember: with b and n you can define in and out points in your timeline. you…
Hey Scooby, i can see what you mean, as I feel I can never get things as crisp and defined in UDK as in Max with my shader. It's mostly because of the lack of AA, the mipmapping, the texture compression and the lack of HDR reflections, all things that are very hard or impossible to work around. Or do you mean lightingwise?…
Here you go! I've been a bit iffy about the whole thing tbh. I'm seriously considering redoing the entire model. Its so many tri's and not really that detailed. I was experimenting with redoing the tracery: Already I have a lot of quads that only poorly define the shapeof the tracery. perhaps I should do a very highpoly…
Keep going man. I tried modeling a hand once thinking it was going to be simple, but it was actually crazy hard. But yours is farther along any hand I made. I'd say your hand right now is missing an organic look. It looks you took a cube and just kept making extrusions. Also, you should define what kind of position your…
Hmm, there're many specific way to get the nice face topology. Most follow the same rules, though. Not bad on the eye. You can add more loops there, and define her eye lids and such too if you want. And the corners of her eyes too. Create loops around her nostrils, and a loop around her mouth, and another loop around her…
Yeah I would go over the shoulder area again, that line going up from the chest in the shoulder looks weird. The deltoid goes over the pec so that line shouldnt be there. And if you want to stay as close to the concept as possible then you could bring in her waist a lot more and define her abs a bit more. But obviously…
I agree with Seirei about your feet and hands. Your hands also feel a little flat, so maybe put a little bend into the fingers. Also the fingers are looking a little too square, so more topology in them might be good. Lastly where the delts get pulled into the arm need to be more defined. Other than that I think it is…
Not quite, I always recommend bringing in dense geo for curves. Think of dynamesh and polish as nothing but a minimum edge width pass. Large curved features should be defined in the boolean stage as much as possible. That said, a good addition to this method that Harry Ridgeway informed me of, is to set polygroups by…