eyes are too high up on all of them just take some actors mug shots and base your heads off them, will save you a lot of time faffing around with original heads from your imagination.
It's still not here... Yet... But then again, maybe, if most of the "disgruntled fans" chose something else than the usual rifleman + fencer/tk/cm templates, and didn't afk-grind their way to mastery, then they'd actually have fun for once.
Eff You See Kay YES. The greatest QuakeCon I've been to was the first one I attended, in 2001. It was Polycount All-Stars Weekend, because r13 helped organize the art contest. Go, baby, go! /jzero
Workin on a blendshape expression for N8t the Grenademan! Check out the thread over here if you'd like to see some other shots and WIP stuff. Original character design by Afu Chan.
use mirror: https://help.autodesk.com/cloudhelp/2022/ENU/Maya-Modeling/images/GUID-15463246-AAFE-42EC-B629-F4930E0A9DAB.png https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-Modeling/files/GUID-E66AE3D8-3B9C-4D4E-9A3E-5BDAFCD67F1D-htm.html
Hi! Looking at the screenshot, the low poly clips through the cage in that area, so I think you identified the source of the issue correctly. To solve, I would add some supporting geo around that steep edge and check how this affects the cage. Since you're using hard edges, you could theoretically add geometry just for the…
Very interesting. So "they" have on their team Sculptris orig dev Tomas Petterson (presumably for ADF sculpting dev work), Taron was a tester, and now Farfarer's on board. Very very interesting. :poly142:
double smooth anf quadchamfer both read smoothinggroups, so all you need for a very solid base is a shortcut that applies one SG to your selection and BAM the borders of that selection are sharp