Are your leafcards camera-facing? do you know if it's possible to have one model that has multiple billboard cards camera-face? rather than having to import separate objects into UE therefor having more drawcalls? currently my entire geometry camera faces at one central axis rather than the individual polygons axis'
I don't get what's so tough about moving that one unselected vert on the face. Just rotate your view so it's perpendicular to the face, and move that vert on Y until the face looks flat. I guess it could get more complex as you model further. But the same principles apply. I would just eyeball it.
@low Odor Yup, I've started on a sword for her. It's currently just high poly and not much to show. Today I mostly worked on the face texture and some details, so overall it doesn't look much different. Doing the face required redoing the face many times. I also made some small changes to geo for the wrinkle silhouettes.
Ha what a great concept to work from! You have really nailed the expression on the face! I think that the eyeball is far to visible and not embedded in to any form of eye socket or shape of a skull. So the face looks like it is missing some underlying anatomy. But otherwise it looks damn good! Will you do the rest of the…
I sat down last evening and drew alot of different faces cuz after your critique that confirmed what I saw too It really annoyed me that I have got stuck in this :P So here's my new sketchbook thread with the face studies! Please tell me if I still draw the same faces! :) SKETCHBOOK
A great addition to that : [ame="https://www.amazon.com/Face-Visual-Reference-Multi-ethnic-Modeling/dp/024082394X/ref=sr_1_1?s=books&ie=UTF8&qid=1371339682&sr=1-1&keywords=face+it"]Face It: A Visual Reference for Multi-ethnic Facial Modeling: Patricia Beckmann Wells, Scott Wells: 9780240823942: Amazon.com: Books[/ame]
Haha, it does doesn't it? Perhaps it's the squareness of the face. I might need to go back and tweak that, I haven't really touched the face since last time but his face appeared longer in the last renders which I kind of like better (I think I rendered them angled slightly downwards). It suits him much more.
The value of the "Max.LP faces" spinner is not involved in the separation proces. The Build Pair compare only the face count of the selected objects. The object with lower face count become main LP object. Then Build Pair will try to find the main HP object, and if it can't find it the LiveLog will display a message that…
Turned out nice buddy. I think my only real crit is the normal map for the face. It's too soft and doesn't provide convincing details. There should be a few sharp changes in direction at least somewhere on the face. Not totally sure where the sharpness should go, but it's reading as too baby soft with no creases at the…
I think it would be a bit diffcult to diagnose whats wrong without looking at the maya file or at least the hierarchy set ups for the prefab in unity, but I think you might be on the right track thinking the blendshapes are some how borking things. If I understand correcly, moving the blendshape slider in the inspector…