I am making a gun and Maya 2015 mesh cleanup tool said I have no issues on my half model. Then I mirrored and all hell broke loose. Now 348 faces it says have more than 4 sides despite the fact that they don't because when I select each one at a time and convert selection to edges my HUD says theres only 4. Tried exporting…
Small update! LOW POLY I've started doing the face retopology. I'm using a really good reference to get a good face topology loops: So far I have all the head done after a lot of work and fixing. Next step are the head wings! Tried to make all the important loops in the face thinking in an animation point of view. Not…
It's expected to behave like that, Maya doesn't know what you plan on doing with it. Typically I run an edge loop first along the side, so I have the geometry for knocking out that side face. After the extrude, snap the face down to the loop: Move tool, hold d and v to adjust pivot -and- snap to border vertex and release.…
Ok, more frustrating discoveries in Max. Some faces appear to be transposing their vectors (swapping R and G) or getting vectoring in directions that don't have any data. For example, this. The small chunk of normal is the normal data that selected face is mapped to, with a 1 pixel buffer. There is NO data in the Red…
Good stuff. I think there is an imbalance between the face and the rest of it though. The face seems a bit bland and washed out, and doesn't seem to gel with the rest. As though it didn't have a normal map but the rest did (which I can see on the texture sheets isn't the case). I think adding in some details to the face…
You know I was trying to create a very generic face Im always told I make angry faces all the time, I think I'll go back to creating a more mean expression on his face give him some more expression to his face, as far as wrinkles though, it just all about stealin the features based off reference to a certain degree? As far…
should work,- can't see anything odd,- the other way to create faces is A.) goto face mode and rightclick in the viewport and select "create face" - then click through 4 vertex points which you want to define as a face (in circular order). B.) in edge mode extend the edge holding shift and move them in a direction. The…
Yeah, it would look that way eh? I know theres a "normal" modifier that can unify the normals so they're all facing the same way, but when I look at the model, the normals are all facing the same way. I'll give it a try. ***UPDATE**** That didn't work. Normals are all facing the right way. Also tried "cap holes" to make…
Looking really nice man. I think though, that there is some serious color lacking from this mans face. I noticed alot of your faces, and Daz's as well, end up almost entirely pale white. Certainly there are people with this skintone of course, but IMO they are kind of rare, and I would like to see a couple faces from you…
@VeryCrunchyTaco Thanks for the crit! You were totally right about the eyelashes, I think its given her a lot more umph now that they're bigger. I also worked on the hair a fair bit, I'm hoping with a decent shader its going to look a lot nicer XD I wasn't really happy with the face so I worked on it a bit more. I've also…