This is one of the coolest character concepts I have seen in a long time, and you're model does it great justice. You definitely nailed the smooth silhouette too. The only things that seem off are the legs. The legs seem unnaturally vertical, instead of sloping towards the crotch, but that's probably just your pose.…
the seam is from split normals, the mesh is intact, vertices are welded. there is also a seam in the UVs as seen in the previous post. im not using a projection cage, but the ray distance. any other tips? i hate it when theres some crap like this that keeps it from being a perfect bake.. i may just resort to performing a…
Equanim, i registered just to thank you on your amazingness. I had searched several tutorials and documentation. It said to "flip vertically" but i wasn't sure where to, and the tangeant space messed me up too. So thank you, you loveable ball of awesome. I'd recommend this to anyone who has a problem with bump mapping from…
Bal, I gave your Tipp a try and combined soften and hard edges and it worked perfectly! I had this idear in mind too but put it away because I thought it would be a problem for the specular. Now that the vertical lines are harden and the horizontal ones are soften, the specularity has no problem like it had before when I…
Yea, you can totally optimize this to be much more efficient in terms of poly distribution. Let your normals (assuming you're making this into a game ready character) do the work, especially on the belt and the belt's skull. Also, the straps don't need to be that dense either, a lot of the vertical loops (maybe even all)…
Isn't it likely that the node systems in our computer applications are using the same terminology as graphs in mathematics, because of its fundamental design? There are paths/flows of information coming and going from/to difference nodes (vertices). I'm pretty sure the same terminology is used in things like subways,…
good job man! The only thing I think is that it could have more light/shadow contrast. Especially the lobby looks a bit flat to me. It could also have more light variation in vertical sense, just to make the image less uniform. Now most of its areas look alike, but some difference would make it more interesting.
I hate that and i didn't find a way to change that or even reproduce that, i thought it might be the order you are creating the vertices but thats not totally the truth, it also happens more often on symmetrical models where i'm not retopoing just one part of the model but both symmetrical. And yes it kills the projection…
Here are my UVs. Basically I unwrapped one half of the body. But the normal map issue only occurs right on the front. The back seems fine. However, since I unwrapped half the body, I can't really make the mirror seam perfectly vertical like you said. The entire contour of the UV shell is the mirror seam. Uploaded with…
Froyok> When I specifically want to handle the projection rays associated with certain faces. To resolve inwards-falling normal map detail, or even sometimes to resolve "wavy lines". When making a custom cage I usually just duplicate the lowpoly. Move all vertices along their normals and then tweak certain faces that need…