This is rough sketch over the base form i already had. mostly blending the disconnected area created by spine tool. And to define shape, basic cutline, etcs.
All of the weapons have normal and specular maps. I was using the 3PointShader and getting screengrabs from Max for the renders. Is the specular not defined enough to the point that they feel flat?
That's awesome! I would kill to play a game with these in it! My only complaint is that his paws could be a bit more defined, but other than that he looks great.
Ah okay I see, so what exactly are the tangents doing? I assume they define the vertex angles of each vertex, or does the smoothing group control that?
@Ouran thanks for your tips ! Made some progress :) Blocked in the hair and defined the hair stripes also worked on the horn details + added fur to the feet part
How would you define lag problems, @BunnyBird? Is it that the brush skips during the painting stroke or does the cursor move slowly on-screen, or another issue entirely?
As in build it all with geometry. Normal maps are shitty approximations and that's not what you want defining the shape of your object in a movie. Basically, use the high res model .