It's funny, because I'm the MrOneTwo - epic fail on my behalf XD Anyway, back on topic - I use Blender and was able to set up a similar system with the handle rotating and moving. I was even able to replicate the vertices following the rotation of the grip. However what I do not understand is how the cloth stays aloft up…
Finished my model. Here is a sketchfab Version of it https://skfb.ly/MRWJ (please help me, the sketchfab embedder is giving me such hassles). Take a look, and if you like it (or don't), and leave a comment :) XoXo gossip girl
Scott & Anchang: Thanks for your feedback. I had a shitty deadline on this assignment. like three weeks in which i had to do my UDk level design assignment and Unity C# assignments(i suck a lot in coding). I took quite a bit time in face and anatomy and had to rush with rest. So definitely i'm gonna revisit MRS.Fox and…
@grotessive94, the eyes are just a boring ass polypaint with the material 'Toy Plastic' applied. If you turn on MRGB you can paint material information as well as colour, this lets you have different materials applied to different areas.
Thanks for the feedback @MRGESY ! I will keep all these things in mind in order to my next personal project. You're right, the frame doesn't look like real metal, I'll work on it.
VP2.0 with DX11 shader covers most things well, pretty easy to setup and very fast. A large cylinder with a few sub-d levels will give a nice curve from ground to background wall. an ambient and 1 directional light covers the basic lighting set up. Load up Maya or Autodesk Ubershader into a DX11 material and wire up the…
^This, along with sub-tool groups and object orientation would be all I would ever ask for from them. Oh, About the obj being too big to export- if you turn off Mrg, Grp, Txr in the export tab it will export the highpoly with polypaint without crashing. I've done it up to 18 million polys without an issue. You just won't…
@erroldynamic Thanks man! @Mr.Moose @SimonRiverin Thank you guys! I agree with you on the skin. Although I made it a bit harsh on the forehead I feel like detail is missing towards the middle of the face and the cheeks. I should have used more reference in the process (found this later): Here is my sculpt: Currently the…