Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
I agree that the lighting on her face makes her more pleasant but the discontinuity between the shadows on the face and body are so drastic it pulls me out. It feels like bad photoshop where the head is a cutout. Yes. The lighting beautifully gives shape to her anatomy but then is it worth pulling the viewer out of the…
the bridge of the nose feel like it needs a softer transistion into the face, and the nostrils flare out to much for a woman. I agree with missberetta about modeling this sans expression. animation is another matter, no need to rig the face. But it'll be much easier to judge the proportions of the face and make the…
Neox: Don't know how to use it and don't have the time for it if there's a different way (hopefully). Vig: I set them up as pelt seams. I should have shown the screen shot with all blue seams. If I select face and exp. face sel to seams, it selects the faces on the back of the shell as expected. If I pelt from that it does…
Johny: Low Poly: High Poly: PixelMasher: Instead of sub-d I'm chamferring the edges. Yeah I was just curious why 2 of the faces were correct but all of the other faces were rotated. I have a couple quick UV mapping questions: After you UV map, do you "Collapse All" on the UV modifiers? After you UV map, when you "Render to…
OK, can anyone tell me how to get images to zoom with the model in Max 8? I have been trying to figure out the control system for like 8 hours now and just can't find it Also, can someone tell me how to reverse face order? I imported a mesh I was working on in Blender and for some reason when I port it into Max it keeps…
Yeah it looks like it could be a padding issue. To show you some of the things that could go wrong with displacement and UVs: * Make a cube * UV it so each face is independent * Colour all faces black * Colour one face white and bake this out as a displacement map * Re-apply it. * Try again with soft edge normals You…
Yes I tried vertex face mode, and that ends up looking like I hardened every edge of the face. Maybe I need to select some outlying vertex faces as well? Passerby: well your script automates things nicely already, because mignormaltools requires like 3 steps each still. It should be like Enrico's maxscript on that page you…
Maya does have an "edit poly" type workflow, but its not very obvious and awkward to set up maya creates "polyTweak" nodes each time you edit your mesh, say you extrude a face, move the some vertices, then extrude another face.. your history will look like this: polyExtrudeFace1 polyTweak1 polyExtrudeFace2 if you then…
mmmm bloom.. Actually that was just me copying the image putting it on multiply and blurring to get rid of the harshness scanning gives these drawings. It isnt an ideal fix but its the best fast method i know off. And they look like poo without it on my poo scanner. A friend helped me out and told me what gave my faces the…