[ QUOTE ] you have to model the cleavage and animate that via vertex deformation. If you just normal map the area when you blow up the boobs you'll get ugly stretching in the fake cleavage. [/ QUOTE ] Vertex deformation, you mean vertex morphing right? That's engine dependent and I don't know if UE2/3 even does that. […
I guess I've also opened myself up to a website critique by making this thread. Too bad I can't update with the work I've done in the last 4 months due to NDA. My Demo reel out of school was heavy on character art though I am now beginning to move towards environment work. Johny, I fall into the group of people who seem to…
Crystal Core is a UK based game studio, our small team of talented individuals work collectively to build videogames for the masses. Being an independent studio allows us to create anything that we feel gamers of today will enjoy. We provide many features to any who play our games, such as title specific communities, extra…
<font color="pink">Neoshock is an amateur/volunteer project with some seriously talented people who got lost and stumbled into our team. Accepted applicants will NOT be paid for their work. However, we are still looking only for serious applicants who are willing to commit. </font> For more information about Neoshock,…
My C&C... //Red Outline\\ His face doesn't feel menacing just from the base high poly mesh. (Could look a lot better once it's textured and possible rendered with fur? Do you plan to do that?) His eyes should be facing for forwards, they look to be facing outwards like "prey" animals are. Predators like Humans have their…
just as a general inspiration to solve unique texture tasks: Camera mapping: http://www.cgarchitect.com/resources/tutorials/misc/tutorial2.asp it can also be nice to blend or bridge seams in texture maps without the need of BodyPaint 3d, Mudbox or Photoshop CS4 Pro. I want to write a script that simplifies that process…
Thanks for the comments! @BigHoss - You're right, I think I did that on purpose because I was thinking about his movement and how a shorter cape would provide more mobility but I think you're right in that it does look better longer. @Muzz - Two great points. I don't do much animation so I'm bad at thinking ahead in that…
Here are some guidelines to follow, and topics to study. 1. NGon Ngons are faces with 5 or more edges. For now, you can consider them bad. Keeping your mesh as close to all 4-sided faces as possible is ideal! Also, if import a mesh with NGons into a game engine, the engine will automatically triangulate your mesh however…
When you're baking a normal map from HP to LP, you'll need to remember this rule "You'll need an UV seam split on every sharp edge, but you don't need to add a sharp edge for every UV seam". Even though your beveled model with those kind of sharp edges looks good shading-wise, it forces you to place UV seams onto your…
The modeling looks pretty solid, I like the silhouette of the model and it has some great forms. I think the unwrap could be better... There seems to be a lot of similar pieces that could easily be stacked. The character doesn't really seem to call for too much asymmetry so you could easily stack a few UV shells and scale…