Honestly I vastly prefer Chem's, and the head wrap seems very spy like to me, as it's similar to the male spy's mask, and also reminds me of Thelma and Louise, which takes place in the era tf2 does (I think so, at least.)
I expected a really gross trashcan because of the thread's title Still a cool can though. Maybe make some more folds in the garbage bag that is wrapped around the top and make them thin and sharp . The thin plastic usually folds like that.
hot shit! sounds fucking awesome. we do the whole "yankee swap" deal at work. people bring small children to the party and let them choose, which makes wrapping up porn a little awkward. but it's cool, 'cause they can exchange it...
Thanks everyone, I normal mapped most of this in a day, and the glove was the first part. It needs to be redone, and there are a few other spots EQ is right about. Pretty much all the crits I needed to hear. I'll probably wrap him up this week.
its not possible to explain exactly what to do step by step but I can say with confidence that what you've described here should be possible to accomplish with typical means. That would be: - basic skin weighting techniques - all deformations driven by joints This will work no problem in unity without special measures.…
Hey all. This is a high poly model I've created based off Guweiz' concept art. I'm currently wrapping up the high poly and about to retopologise and texture her soon. I would deeply appreciate any feedback or suggestions for improvements anyone may have. Cheers! Concept Art:
Here's another practical example that should (hopefully !) settle this ... Now to be fair I would agree that this does indeed require a bit of thought as well as some practical experience to wrap one's head around it ! But at the same time this really isn't anything new, and it becomes really quite self-evident when…
I ended up wrapping up this project! Got it approved and posted in the Unity asset store! It can be found HERE And as a response to Shuma, Yes I did end up adding more loops after I had it rigged. Thanks for all the feedback guys!
Your low poly needs to be wrapped, yes, since the normal/ao info has to get baked to something. Your high poly does not need to be unwrapped. It doesn't matter where they are positioned in 3d space, but your going to want them to be occupying the same space.
If you're baking the polypaint in zbrush, the general rule is that you don't want UV coordinates to extend beyond or even touch the very edges of the 0:1 texture space. This causes all sorts of problems in zbrush as it will try to wrap it to the other side. Also no stacked UVs.