Why are people so opposed to modding the code for games but art-based mods or things made in an editor (first or third party) kosher? Though I do agree with what Eric says about the legality of it; disseminating proprietary info is a tricky one. I don't quite get Chimp's mention that it's disrespectful as a blanket…
I think that you have done a good job with the head, model and texture wise. Mark pretty much hit the nail on the head with regards to the topo and transparency. EYE'd recommend looking at some http://www.eyezone.in/Images/EyeAnatomy2.jpg"]eye anatomy. The bottom of the Iris should literally rest on the lower eyelid, at…
Koola's scene is under Arc Vis, Lightroom: Interior Daylight. I would use a bounce card like from his scene for that light coming from the top on the right door. You could probably use a very dim dark red light from behind the camera to get that fill you see on the top ceiling, and a cool soft blue light floating in the…
What, you don't think Eric would just let him go that easily do you? Sookie and Bill will be out of town, he can just get Lafayette back without them knowing. I half expected him to be waiting at Lafayette's place to take him back right away. :p Well we've already sort of seen 2 creatures this season that aren't vampires.…
Hey Ghib about that bridge tool : after some messing around I discovered that the bridge *mode* behaves slightly differently than the the bridge *tool*. Iirc the bridge mode is more prone to create backfaces. Just so you know! I agree about the modes in need of being streamlined! I love how you can jump from create to…
The arms seem a bit long to me. It seems like if he were to straighten his arms, and rest them by his side, they would come down to just over his knees (which is waay too long). Think of it this way... if he were to extend his arms, the hands should simply cover his crotch (try it IRL to see what I mean). The legs look a…
I am not sure there is a way inside Zbrush other than re-topologizing or re-meshing, and you don't want to do that, re-topologizing will take forever and re-meshing will destroy your line-flow....unify will destroy your construction levels. GoZ is probably what you want, you can export the low-poly into Maya or Modo, 3ds…
Just a thought. I think you have to zero out the detail normal map's z channel.. which I assume is the blue channel? You can do it either in shader code or in the texture itself. iirc when you make materials in UT3 you have to zero out the blue channel on the detail normal maps. not entirely sure though. right now you are…
a post process material would be the simplest way to do it. you can quantize the screen coords to give yourself "lower resolution" fairly easily palletising scenecolor shouldn't be a wildly different process to toon shading in principle (i.e use LUTs) - my best guess is that you'd want to work in HSV space, quantise and…
I commend you for taking this route to learn anatomy as there are more efficient ways (like sculpting the naked form)... but more power to you for wanting to take a deep dive into the fundamentals. Since it seems your goal for this project is to learn in a more academic approach, have you made sure you're looking at real…