In my experience a facial modeller primarily deals with creating morph targets/blend shapes to be used in facial animation. Not to be confused with a character modeller/artist which would normally be the person to create the base asset first. Obviously there's bound to be plenty of overlap between these jobs.
Hi there LN, There is a lot of good advice in this thread already, so I'll just repeat it ... in a more visual manner. This is how you presented your Lego pieces : But this is how you *should* be presenting them : In other words : know your target, then aim for it or higher !
For some reason SSR doesn't seem to work in this project, even if attached to a fresh camera. I'm using Unity 5.3.5p3 and the newest version of Cinematic Image Effects and the target platform is desktop. Does it conflict with the planar reflections or something? I'm getting the following warning:
There's a button on the right menu right above "target weld" that says "Weld" with a black-outlined box next to it which opens up the weld threshold options. Select the verts that you want to weld and click the weld button - or set the threshold first and apply the weld.
Above the knee pad he looks like hes melting. Once you get all the bags on the vest it should look right around your target. Oh and lift up the toe of the boot a bit, they arent straight like that Thanks for the boot pic ;)
Hi guys and thanks :) Yep, my target engine will be UE4 with basic gameplay. My focus is on the Environment Art, but I want more than this and so I decided to build everything with level design principles in mind. It will be a basic 'exploration-game' ~ walking simulator.
Sure, here's a p3d.in so you can look at it and jazz http://p3d.in/gmkuG/wireonsmooth (wonky smoothing is caused by p3d, it should look perfect in all my target engines) Yeah, it's fun to do stuff like this, I should make it a habit :)
i would do it the other way around... use the texture export feature and reload the texture in the target viewport.... or use the IPR renderer for preview.... [ame] http://www.youtube.com/watch?v=nISkrd0I0GY[/ame] i agree a prpber PBR viewport would be better...
Set a hokey or menu item to "Select Vertices By Bone (Skin)". I have a script called Replace Weights. It takes all the vertex influence from one bone and assigns them to your target bone. I can package it up if you are interested.
Do you have examples of your target style? Others will be able to help more if they have a visual representation of what you're going for. IMO, the face is looking pretty uncanny and the head might be a bit small. The rest looks like it's coming along, though.