@Eric Chadwick Thanks for your reply. Should I look into another game engine than Unity? It's just means learning a whole new interface which is time consuming. I only know Unity and Unreal. I also most likely would design 2D games before I plunged into 3D. In another forum I posted to, someone said it'd be futile as the…
Still just getting things ready, getting my workflow down for this project, etc. Made some materials in UDK, a rock (lol), and made some instances of materials for use as textures elsewhere. Still a LONG way to go. More rocks...lol... A rock wall... Misc... I have a feeling I'm gonna be pretty decent at making rocks by the…
Yeah I noticed the lips as well and maybe the bridge of the nose is too sharp. There are a few other subtle issues I see, try to make the transitions between facial forms smoother. For instance right at the end of the eye the orbital portion you have it bumping out while on your model it's very smooth. I would also take…
"don't piss off anyone in the industry ever..." in my brief foray into the game industry i've been on the verge of burning some bridges, but on multiple occasions been VERY glad I didn't. The world's not perfect and sometimes you gotta suck it up. Some people get paid to do work, some people find a way to get paid doing…
[ QUOTE ] I don't know, making fun of gay people's just not funny to me. Can't really tell whether the people doing it because deep down inside they hate gay people or trying really hard to assert that they're not homosexual, if it's either. Maybe they just think it's funny. The wheelboys were funny I think, gay song the…
Wanted to chime in on the skeleton Nate, you have way to many polys within the skull and the skeleton itself I'm sure that are just fighting your normal map. Alot of times, less is more when it comes to a normal map, as it helps fake the depth that you are trying for, such as in the nose cavity. Create a indentation of the…
I have decimated muchhh less now, and that big problem area is fine but there are many other black triangles that aren't visible in blender but are coming up in marmoset still :'( I used the comment found here to fix some visible areas on the high poly manually, but the areas on the bake aren't visible in blender to me.…
Now that there is a boolean modifier in 3dsmax, this seems like a logical next step. Please vote for this feature request on the 3dsmax forum: https://forums.autodesk.com/t5/3ds-max-ideas/boolean-mod-smooth-transition-fillets-with-variable-width-like/idi-p/12404457 From that post: "Fillets with variable width between…
Hey guys, some good points. I did some work on it at lunch but forgot the file at work. Computron: I think I'll leave those dots for Photoshop. I also don't really like how they wrap around the stock. And the ridges are not really geometry ridges I think, it's supposed to represent some sort of translucency in the plastic?…
Also the texture of his sweater isn't quite reading right. The fine weave should be much less intense compared to the vertical ridges that stick out. Also I could be wrong but shouldn't those ridges be closer together? So the indented channels are thinner than the ridges they're between? I feel like that's how sweaters…