I could be wrong, but IIRC in order to be able to copy UVs from one mesh to another the geometry must remain exactly the same. I think the UVs use the vertex numbers and if any of these change (as they would if you changed geometry) the UVs will not copy properly. Again, I could be wrong. Can someone else confirm if this…
IIRC, Handplane wants to be fed an object-space normal map, not a tangent-space one. But I haven't been following it. In your case, the bottom map has more aliasing than the top map. If you're using the tool correctly, you should submit this to them as a bug. http://www.polycount.com/forum/showthread.php?t=108744
"Sonys new console will feature graphics chips developed by Advanced Micro Devices Inc. (AMD) and processors capable of rendering games at 240 frames a second, Pachter said. Current-generation games typically render at 30 or 60 frames per second. " Nice! So 240 fps for nextgen then? In Pacther we trust.
That ref is very good thanks Pyzern, tho the bun seems to be a lot higher up in the concept. @Francois: Id suggest making the iris more covered by the top lid. Nice start on the hair painting. Here is my sculpt, next is the hair but Ill do some more fold (which are drive me nuts) tweaks before that
aaJohnny - yep, it's a badass show. I can't wait for season 2 but i think i'ts like 8 or 10 months out? tavor - Instead of using point lights, i set the florescent meshes to emit light into the scene. IIRC, emissive based lighting is calculated using area lights which is responsible for the falloff.
Well you've got a grand project ahead. Good luck! :D P.S.: Why tarot cards thought? I've seen them irl like only once in my entire life P.S.S: I ran down the artist links and was faced with several questionable fan-fics. Can't unsee those, unfortunately. BE WARNED.
firstly work the proportions, then later think of texturing. your nose has no nostrils; the mouth isnt wide enough. human face has proportion rules that must be respected. just as an example, your mouth is as wide as the distance between your iris, and your face is 5 eyes large. there are many other basic rules, that need…
Alright guys, I'm not yet done with the face but I think I'm on the right track now and wanted to share the progress: So far I've adjusted the overall height of the eyes and pulled them farther apart from each other, fixed the iris/sclera ratio, and studied the structure of her eye sockets a bit more.
I don't have an actual answer, but I watched a Gnomon Workshop tutorial once that showed how to do this. I believe it was a basic texturing tutorial, Intro to Texturing with PS or something like that. However, you may be looking for something more involved. IIRC, the instructor just used the clone brush to hide the…
play it a decent amount, going the the Grand Prix in London in February :3 I would recommend it solely for the killer art some of the cards have, lots of inspiration there! also the lore and game mechanics are quite fun. I think the game is much more fun to play IRL with the physical cards but the PC games are rad also