The face is better that what You had before. I think that in general you are working your female sculpt a little bit too ''roughly'' Working in that kind of way works so well with male character becayse it give them a lot of character etc. Tho with a woman you really gotta work very softly and be very subtle. She is way…
I get what you mean, I have two views on this, use packs or quixel assets in a way to create something new (kitbash, live boleans etc) and if you are using packs in games to save time / costs that is also ok given you are not claiming it as your own work. Thing to keep in mind, Quixel assets and asset packs on various…
In order to solve any part, you need two things : first, a solid understanding of your modeling toolset ; but secondly (and more importantly) a good understanding of the design you're attempting to recreate. These are two very different things. So in order to understand/solve this object, you could for instance sculpt it…
Hair usually uses a separate bitmap, for two reasons: 1. alpha blend renders more slowly so you limit it to just the parts that need it 2. when you add an alpha channel to a large texture it greatly increases the file size in memory, so it's better to add an alpha channel to a smaller hair-only texture, thereby increasing…
I guess I didn't look closely enough at your first image, Fex. Those pivots look great. They have to be local, otherwise all your animations are going to be messed up... the bones need to be able to rotate about the alignment of their real-world bones (thumb knuckle must rotate perpendicular to the thumb, etc.). If aligned…
@Grego Note: sliding panels would be accurate because 'folding' can also be read as 'collapsible' since this concept, is likely based off of a real world application such as portable tactical shields, manufactured using CMF therefore not designed too bend/fold, in the conventional sense.
Overall I think this scene is a great practice for TrimSheets! There is little texture stretching on your textures. Your lighting is competent and really helps making your environment believable! A glaring issue I can see are seems, and the modelling is too primitive. (By primitive, I mean it lacks mesh-level detail) This…
Oglu, thank you for the reply. So please correct me if I am wrong, I hope I am understanding you correctly, so basically its ok to import a 200k mesh from Zbrush into Maya and use that to animate? I have been putting normal maps on it that I made from the 80m poly mesh and thats what is coming out jenky. The mesh for maya…
Yeah I've been searching for that too... I tried many things to get two material displayed but had no time to look further into it. Its possible tho since Derton made a screengrab of the doom male model perfectly displayed in his viewer, body and head. I think Vahl's spaceman also fully displayed too... That leads me to…