Bearing in mind the final distance this guy will be seen at, how much resolution that part of the texture will have, and perhaps whether or not you want the holes to be actual holes (showing the face behind them), if you were taking it into zbrush you could just quickly punch in or cut out the holes there.
Thank you all for your help! Unfortunately something is wrong, or I am doing something wrong, so it doesn't work for me :( . I will upload it as attatchment files instead :) ! So this is the finished design for Earth Shyvana, next up will be a quickly made version of her dragon form.
I think you are getting into the small details too quickly. It might be better it you spend more time on the secondary forms first. For example the transition to the teeth is too flat, it should bulge first and then angle down flat where the teeth will insert. Like in this image. Hope it helps
I should have been more specific I needed to brighten dark albedos, not shadows, played around post process increasing gamma makes image look washed out, so looks like Ill need to adjust textures a bit Heres AirCooler quickly textured
maya automatically updates the inner triangulation of faces, it happens on the fly andprety quickly (millimeters of change) while max for instace eeps thesame iner triangulation stable for much longer. if you triangulated your mesh prit to posing (yep it sucks) the amount of artifacts should reduce drastically
Ehhh...unfortunately I think you have to make a new brush. Is it a big deal to leave it though? If you want to quickly recreate the brush I believe you can create one with every subtool in a tool, so I'd make a tool that is for updating your IMM brush.
Fun facts: -My first registered name on polycount was 'milk' -I was 15, or 16... and wanted to just troll the forums -Quickly learned that this community is really a bunch of great people wanting to learn, and I wanted to learn along with them -Changed my user name -Smartened up -??????
@Sage Yeah, New Moon was a bit choppy. It suffered the same as later Harry Potter films, the idea 'fans will get it and those who don't will read'. Though to be honest, it comes more from sloppy screenplay writing and a desire to get the $$$ quickly than too much content in the book.
It looks great, I'd love to be able to rig a arm that quickly and get decent results. But with what MikeF said, I'm a bit worried this would not translate well to a game engine unless there is a way to convert it to a weight painted rig, they did say its pretty expensive cpu wise.
Hi. You could use the beveled/angled one in combination with face weighted normals. In my opinion, that should work just fine. In the mask texture, you would have the center area as fully blended (white alpha) and it would quickly loose opacity after the outline of the welding.