unwrapped the LP (that only took 7 hours >_< ) working on textures now diffuse and normal maps on the maya scene Any tips on texturing a face? so far I have use a soft brush with opacity low? WIP: Update: with eyes now
All ages, 6+, 10+, 13+, 17+, 18/adults only. 6 10 13 and 17 -- e, e10, t, and m, are the commonly used ones. 18 basically represents a soft ban on the game, since retailers will not stock AO games.
they either did it with vectors than painted in some of the shading your talking about, or that bit of shading is just a gradient on a ellipsis. i persnally would make the shape in AI, than boot it over to PS, and work a little with a soft brush, and my wacom on it.
Check out this thread, its all about soft/hard edges. http://www.polycount.com/forum/showthread.php?t=107196 No, that isn't what a normal map is suppose to look like. I don't use Max but that is either a height map or a bump map.
Thank you! I tried to make something more like silk, soft and gloss a bit, May be here? Do you see what I mean? Left one. Is the difference between sleeves texture and pants texture more visible now?
The unnecessary poly are result of triangulation and trying to semplify the model while resolving some error in the baking of the normals. For the high poly it is chamfored and with soft edges but it doesn't really translate well on the low poly without a bevel. Thanks for the critique I'll update shortly.
Cool, normally when I see Elf "Warrior" they miss a lot of the second word, they look like nancylads and soft. This guy looks like he could kick some ass and wouldn't bother taking names cause the list is just to long.
do you have a particular dire wolf you are referencing? my knee jerk reaction is that the face is so "soft" and in order to get the bulk of the dire wolf i would use cards to sim the fur but i think its a great start!
Maybe you can just quickly import your mesh in zBrush, rotate slightly some parts with Transpose Master and soft masks and re export it; it keeps your UVs, but messes up the smoothing groups, but it's unlit so who cares :Y
The beach transition one seems like those shadows really pop out in contrast with the grass. Maybe add some tiny patches of green fading into that soft area of transition between the grass and sand would make it a bit more subtle and believable.