Hi everybody, I would like some opinions about the environment I'm working on. Here's an image: here you can see the modular pieces I used: I also was wondering if it is better to divide the arc like this: or if it is better to keep like this: However, in the last example, the face between the small windows isn't totally…
Greetings all: time for the dreaded first post. ;P Just a quick background: I hail primarily from the GameDev.net forums, after having recently taken interest in solidifying my rather sketchy modeling, rigging, and animation skills. I consider myself well rounded in many game-dev-related talents (including various aspects…
There was a lot of random faces inside the geometry, but I manually got rid of them before the import. The hidden geometry I'm concerned about are the faces that aren't visible before a piece is 'blown off' in-game, most of the time the mech will be in one piece, so it might be a waste of UV space to have those faces on…
Is that your final UV layout? Huge amount of empty space aside, the face looks kind of squished in there. Do you think her face is going to end up with a lower pixel density than the rest of her body. The back of her head even seems like its taking up more surface area than the face. If you are planning on using a 3D…
Thanks for the help! I am following grassetis tutorial and im using anatomy for sculptors book as a reference along with images i found online, i guess the problem lies with me interpreting the reference incorrectly. Here is face #2 I realized the front view was looking odd on the last face because i did not have the…
I am sorry I took so long to post an update. Like most of you already saw I was having problems sculpting the face. So instead struggling to sculpt a better one I decided to take a break and draw a couple of faces for practice and then come back to the project once I feel I was ready to continue working on dizzy's face .…
How much UV space did you give he face on your unwrap? If the texture is 2048x2048 but you only assign 32x32 for the face than it's still going to be pixelated. Most of the time people give a bit extra resolution to the face, because this is the part of a person people focus on the most. Make sure you don't go over the top…
Update! A little bit change face topology, add caps and mouth. Retopology body mesh. I don't really know how should look like knees and elbows topology. i looped it. This mid poly mesh for nice sculpting and posing. It is not for animation. Anyway i waiting for critique. With new topology i add more face details. It's look…
I've plenty of other materials problems, but not that, sounds infuriating! Are you using Viewport 2.0? I'm assuming there's nothing special going on in your shader networks. My first guess is that you have doubled faces- if you box select a single face, does the poly count HUD show more than one face selected? Second guess…
The face needs a way more depth and shape. Currently your face is flat and the human face isn't. Image 7 is a good one to orientate on. Try to start rough and focus more on how his skull works. The form of his jaw and the eye section. Take also a ref image of the human skull to match it with other ref images. Also keep an…