Not that hard, if I understand you correctly. Here's a super-simple example, max 8 format. Uses a UDynaFlect deflector, which lets you choose arbitrary geometry. Replace the particle system and you're good to go. http://www.ericchadwick.com/examples/files/particles_filling_a_box.zip
I don't think that's an especially good example, i was just messing before going to bed ^^ You shouldn't look too much for complex examples and super large and impressive shading networks, some very basic effects can easily simulate a large range of materials :)
There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. Some of these points dont relate directly to your work above but are general to keep in mind. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your…
i saw some good hair examples from some of the entries in comicon challenge 2010, and the varga tut is a widely referenced method, but I think this topic needs exploring further by artist & engineers, or perhaps I just need more practice:) and another texture example I made with finer hairs
Make the meshes contiguous, as much as possible, this will reduce headaches later when binding the vertices to the bones (skinning). For example, take a look at how the shirt transitions to the pants, or the pants to the shoes. Street Cop by Mashru Mishu. More examples here http://wiki.polycount.com/wiki/BodyTopology
Put her image behind your model, and adjust proprtions until they match. Your hands are pretty small for example. Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.
I want to commission some low poly greybox ancient and futuristic structures for a personal game project. I would like to know how much it would cost for a small structure, medium structure, and large structure. Small structures could be a small ruins or tower or bunker, medium could be a more complex ruins or a base with…
You’re right, decimation is a better word for what I’m doing than retopo. Ideally yes, the decimation and unwrapping would all be handled in one step. Best case would be a modifier that I put on the model once and forget about. I know there are quad-based topology solutions out there that would probably give me better auto…
I just recently read* something about "late bloomers", and it specifically used artists as an example. Conventional wisdom has it that most great works are done in an artists early years, but the facts just don't hold that true. Cezanne was the one of the examples used. *Book was..What the Dog Saw, Malcolm Gladwell