Note: This is for UE4 and I need the holes to be real - I can't fake them with a simple texture. I've run out of ideas other than brute forcing which sounds exhausting for what seems to be such an easy thing to do. Options I've tried: MeshFusion (that's what the array of cylinders is there for): It made everything super…
I'll be interested to see where this thread goes. The uncanny valley gets all it's pop in the realm of character art, but I think it happens in environments as well when things are 'just off' from how they would be built. Maybe it doesn't create the same sense of unease when it happens in environment art, but it can still…
Well its not so much that one passage in particular got me confused... I dont think its written very well for NEWBS, but ... its a complicated prog.. I expect some learning curve. My problem lies in the fact that Im not getting the results I expect when I try things. So thats why my rather general "Help with UVs" thread…
I'd suggest asking the engineers who built your game engine. You'll usually get better outputs from people who know the specifics of your custom format. does he want the exported format or whats sitting in the gpu... ? which in most cases is a per material vertex buffer of a set stride and face index triplet buffer which…
I am done with the skin and i will upload it tomorrow. I wanted to be something that could be from in Akira with a 70's race/sport feel to it. It is not super in your face 80's/70's sci fi so i hope it still counts. Some pictures:
Ears should be moved backwards to right behind the center line of the skull. Take a look at nose reference. Her nostrils are sort of ending abruptly when connecting to the face when they actually steer inwards and fade out. A subtle thing but it'll do a lot I think.
Great progress so far. My main crit would be that some of your shapes in the forehead and browline are taking a rather puffy form when in fact the skin should have more tension as it stretches across the face. Keep it going man. The results you're getting are worth it. :)
Using a falloff node for the diffuse lets you define a color gradient to be mapped across the surface using facing angle, light angle etc. This can help create skin so that you can fake SSS by making it go slightly red near the edge of the lighting.
I think the fact you have used so many different and varying references is the reason the character design seems so inconsistent. I agree 100% with ElysiumGX, either cover her thighs or expose her breasts........ But I do like the face and hat a lot.
I like everything folks! The rawness/lossness and greenness of the first fat marine was much nicer to me that the refined version. I liked the pockets on it too, and the fact that he was big but beefy (face/jaw). Its a shame the armoured version of the messenger loses some of the great uniform