Beautiful! congratulations on finishing it! I'd like to see it with varied lighting setup, a shadow plane and near vertical main light, just to see some of the forms more...and so I can place this as desktop background...
Select vertices, Edit Mesh>Detach Component, Mesh>Separate. Select objects, change Move Axis to Normal(Move Tool Settings), use the N axis handle to move/explode the now separated faces.
It's sure I don't use smooth version for the screenshots, indeed I use that only to check if there are troubles concerned with bad geometry (as unfold vertices ...) Here some adjustments I was told to perform Uploaded with ImageShack.us
Sorry! But it is still not working. The scrollbar is only letting me scroll down when I have post processing turned off. When I have it turned off the scrollbar fills the whole window vertically.
A couple ways to approach this. Depends on which game engine. You could do a view-dependent falloff effect (like Fresnel) combined with a vertical gradient effect. You could do this with a BRDF function too.
If you're having trouble weighting certain vertices, you can turn off "normalize" so you can set values for bones without altering the others. Make sure you check it back again!
Thanks for the reply perna! Will give your method a try.. I do tend to move vertices around a lot. By you intersected cylinders, do you mean you cut the shapes out using boolean?
I bought a 1080p monitor, and i wish I hadn't. I thought I would get used to it, but the loss of that little bit of extra vertical resolution in 3ds Max means a lot more scrolling.
Ok well I cleaned up the topology. I decided to smooth it so now it has 26207 UVs adn 7609 vertices. Not sure that was a good idea. Is that within the average count for fighting game characters?
so does that mean in your opinion that we can move the vertices of a male 3d head to get a female 3d head ? i started tweaking my male head but i wasn't so satisfied .