Ok, I changed a lot of things, it's barely the same character anymore. So I lowered the polycount of the face to 10k triangles, optimized the UVs to have more rez on the face, redid the pores and fixed some anatomy issues in the face.
Hey guys, thanks for all the help! (Thanks to ZombieWells too if he reads this, for the private message. That helped too :) ) Sorry for posting back so late, I've been going on and off again on this thing in my free time. I ended up fixing some erros I was having, by doing a couple of things: 1. Relax modifier. My edges…
made another script. this one exports the UVs as vectors into photoshop. it doesn't work on objects with more than 1000 polygons though, photoshop just throws an error. trying to figure out how to work around this currently: (if selection.count > 0 then(output_file = createfile "C:UVWscript.js"docusize =…
Okay, awesome. Now, what is the difference in computational strain on rendered faces and ones the computer just kinda knows are there in this situation? I would assume most of the strain of rendered faces is put on the gpu while not-yet rendered faces are just kinda resting on thee cpu?
most likely because the polycount is calculated by face rather than triangle. but in game dev we usually calculate pure triangle count. a face or in this case a quad face containing 2 tri is calculated as 1 giving you a polycount half of its triangle count.
You should polypaint her face to have a better understanding of how the end product will look. Paint the face and the eyes, add some temporary hair and continue from there. The face needs some significant changes in order for it to look like the reference images you've shown.
Thanks Don, I'll get that cleared up! Initially I wanted to show the faces individually on the UVs to show per face baking for the students, kind of like how you'd show principles of texturing on individual faces using separate UV info. Thanks for the feedback :)
I dont think you are suppose to have any form of 5 sided faces...... You also dont need to quad all faces....you can go for triangles.... give loops for elbow/knee etc, the joint bending region for expansion and contraction of faces
that could solve the issue to, just get the face normal, than write it to the vertex normals around that face. it's more or less what the support loop does, since once you get a support loop in, it makes the normals around the flat faces point straight up.
The problem seems to be occuring where two faces are close to each other, in which case the face in the back sort of bleeds through the face in the front. also seen in the pic are the glitching wires. It gets a lot worse than that sometimes but the pic gives a sense of whats happening