Ok, so this is what has been stalling the re-redesign of my website. Figured I'd pimp all of this. The animation is just for amusement, as it was a class assignment. The various specifications and requirements will be outlined later on in the post but for now, here are the links to the short animation (40 seconds): Windows…
Here's a little drawover I did for mainly the cloth. I think you can keep it simple, and try to focus on the big shapes of the wrinkles and folds. If you think about gravity, the wrinkles will probably come down from the shoulders, as thats where the cloth is resting when it is on your body. The best way though would be to…
*Disclaimer: This is a revenue split collaboration, not a job. Payment will be in the form of an equal split of the revenue generated from this game post-launch. Me and a group of programmer friends of mine are developing a tactical RPG heavily inspired by games like Fire Emblem. Our goal is to release a great product that…
Ok so ive been working on the face im still very new to face modelling and been having wquite the trouble so im posting my update so far i wuld rlly like some crits on it so i know what direction to go in and because i could use the advice, what I have personally noticed: -Eyes look to big -Shape of eyes -Anatomy of the…
Hey @vavavoom! I'm loving the style of the face and I think the sculpt is really coming along nicely. If you're planning on bringing it into Maya or Max for retopo there's really no need to use the ZRemesher in zBrush, and you can just stick with Dynamesh for the high poly. Exporting it out might be tough depending on the…
Why did you have to re-unwrap everything? As far as I know, you only unwrap the low-poly once xD Or did you just mean you had to offset the overlapping UV's outside of the 1x1 space? Anyway, as far as the inverted faces go, you do not flip the faces in the viewport. Flip them in the UV window by selecting them and clicking…
If the materials work with the way you unwrapped it, that's fine, you can skip that. But often I find that the tiles I have work better if I move the pieces around and scale them a bit. I could have a pretty crazy unwrap with a bunch of pieces facing all different directions if I put a wood overlay over that, then the wood…
Smoothing entire mesh works ok for organic subjects or characters. Anything boxy shaped or just having close to 90 degree angle in between polygons would need either split/hardened edge or a geometry bevel/ chamfer with vertex normals slightly rotated to be perpendicular to adjacent bigger faces . It's called face…
Hi Polycount! I started work on my summer project a couple weeks ago, and it's starting to get to a point that I feel comfortable sharing. It's a pretty big project so any advice that anyone can offer would be greatly appreciated. I'm making Batman and his whole "family", ie. Robin, Nightwing, Batgirl, and Catwoman. My…
I've always been fascinated by the universal character and symbolism for The Beast, which comes in a variety of different forms. A very misunderstood character hated and feared by many indeed, but with a big heart, an outcast. Growing up, I've always been a loner whom avoided people. I was always that outcast who would…