Looking good so far! Do you intend to work more on the hairline on the nape of the neck? It's perfectly round now but it should be more elongated, with two or three peaks: For placement, as a rule of thumb the brunt of it'll extend vertically down to roughly jaw height or a bit lower and the outer peaks will be just…
I think increase the resolution a bit and play with the weft/warp to get more vertical folds (though maybe if you had as many as reference baking would be a nightmare). Seems the reference is bunched up tighter and smaller at the end, gives a more dramatic shape. You could insert a few pins and lift up the bottom a scooch…
Assuming you have you model in zbrush with its UVs and are in edit mode, first import the texture in the texture palette (there's a button there to flip it vertically in case you need to). This will load the texture into zbrush. To apply it to the model/tool, under the Tools palette there is a Texture Map subpalette. Just…
I agree with the others. I think you should make his slam one handed, because the whole force of the motion just goes away as he catches the sword with the other hand. Or make it two handed from the start. And make the slice ark a bit more vertical. Otherwise damn nice! :D Keep the awesome coming!
Woooha @Farfarer thank you! It was as simple as that. But now I'm having baking artifacts on "hard edges" that I dunno where they came from. I checked high and low poly for inappropriate maps(vertex normals), cleaned both meshes with mesh cleanup, manually check edges and vertices for duplicating, check UV's for…
Noted thank you :) Also, one other question, in regards to welding vertices together, obviously it creates tris in most instances. Nobody seems to have a definitive answer as to whether a model should contain all quads and hardly any tris, or if it's acceptable for a model to contain quite a few tris in order to keep…
Here is the latest update. Thanks for all the feedback locater16. I tweaked lighting, skies, foliage, and other overall tweaks. Couldn't do much cause my hand started hurting so I couldn't work for a while but Im trying out a vertical mouse now and some other adjustments. So far my hand feels better.
It's usually better to start with some edges for your booleans to land on beforehand so you can avoid this; faces with holes in them are bad news. You can try triangulating the large face to see where that gets you, maybe add a vertical edge loop or two along the wide empty space you have to make this easier.
Thanks for the piece of advice. I must be doing somethng wrong. I have imported one piece of model for test, then imported texture in zbrush, after went to UV map and created 4096 map, flipped it vertically (flip V) and then in texture map picked my imported texture, seems like uv is not working. I am missing something
New layout looks much better - the horizontal menu feels like an improved use of the space, and everything fits on my screen :) I might be wrong about this, but with Blogger, is there an option to turn off the search bar thing at the top? It could help to reduce the overall bloginess if it wasn't there, and would give you…