As another example of few edges not necesarily producing a smooth mesh: In this example one edge on a cube was bevelled, and then the top resulting edge was moved down and forward, resulting in this sharp edge.
I think this looks great so far! It would help to show your model shaded, rather than only in white/wireframe. For example here's a great way to show off subdivision surface models: https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make Also, this article is an excellent read on…
Hey! So I'm making my second ever 3D Character, and it will be rigged and used for VRChat so I need the inside of the mouth to be textured and modeled. I saw about as many people saying to sculpt with open mouth, as I saw people doing the opposite, both with good arguments. I went with closed mouth, and as I'm about to…
This model, from what I can tell, is accurate regarding proportion and would be a great mesh to rework for any project. Nowadays as much as code is reused an example such as this is a perfect example for modeling. Incredible job!
ahh that makes sense, I'm on board now after reading the rest of the thread and your latest example. Your orginal example actually makes sense. Read everything before posting... read THEN post...
Didn't really liked the hair. So since today Epic released an example I swapped out my hair with the one from the example. Gotta say it looks way better!
this is a fun one. the answer to A_Bs question about the mask borders is yes - applying a more detaild mask is totally possible and not very hard. I did post an example of the maths on here fairly recently The answer to your question depends of what you're trying to achieve in your game. If you need what is basically a 2d…
@Eric Chadwick I think I know. For example if you look at mine or Bartalons profile for example. Next to our name we have a rank and another rank. Pyrzern appears to be missing this second rank.
Do the generic scales of objects influence the grid snapping at all, meaning does every object need to be 512/512/512 for example or can it be some totally random scale? The box example worked by the way.
Since I studied the new SSS shader, just I can say it: amazing!!! Check out the ears! Some example images and there is a video example of my character: https://www.youtube.com/watch?v=WS_Rzexfwf4