Feet look quite big, and her ass looks really bad. Overall definitly a big improvement reality wise, also concerning the face. But the face still doesn't look very realistic, but as every expert modeler will tell you, it is also one of the hardest parts. Concerning the edgeflow (of the face), there was a nice topic about…
^^^^It's because everything was mirrored. Looking better on the skin. To roughen up the skin a bit try picking a light color and using one of the speckly brushes in Photoshop (if you're using photoshop). Make a new layer and paint a whole bunch of speckles over the face and use slightly varying tones. Then play with…
OK. The problem came back. I wasn't in sub-object mode before applying the unwrap and the vertices aren't at 0,0. I can select the face in the edit UVW window and move it around so the definately aren't locked at 0,0. Is this what you mean? None of the faces are hidden as suggested might be the problem. I haven't changed…
With finals upon me, I am now doing what I do best: procrastinating by doodling. And I got mudbox recently, so the doodles are 3D. And on spheres. Anyhow, this is a ball I gussied up with some faces and ears and hair. I like the back face more, I think. [ame] http://www.youtube.com/watch?v=AGCrW16qkuw[/ame] And a picture…
I found they wont weld properly if there is a face inside somewhere as well, you might want to check it, the thick lines I think are just showing border edges for the UV's rather than what is welded and what is not. The best way to see if it's got faces inside or the verts are not welded is to press 3 to smooth it and it…
still working on this bout 1 month later, idk it is keeping my interest dcided to post an update been a while, if its funky i am trying to sort it out, this is 100% has been just 2D no 3D cheateries since i actually want to learn how to do this away from the p.c. Did the front facing feathers, need to fix that lower…
Hi comrades! Here's a head of cartoon character: It has a flat face and i need to animate it like it is a drawn picture. So i want to control the whole head with consisted parts and the pupils in particular with their own controllers (preferably by using lookat constraint). So i think i need to limit pupils movement by the…
Hello, A friend and I are trying to find the best AutoCAD to Maya workflow, but our efforts have proved... result-less. The model he sends me has a lot of triangulated faces if in .fbx format, and a lot of not totally connected quad faces if in .obj format. If these faces were "together" so to speak, then there would be an…
I just finished skin weighting a female charcater with long hair falling on her shoulders and face for game engine pruposes this had to be a conitguos mesh, so the hair was not a seperate mesh. It was very hard to skin to the hair bones without accidentally grabbing verts form the shoulders/back/neck/face I tried using an…
This might be something simple but I'm buggered about figuring what it is... left image is before, how I want it to look; the right is after what I did. What happened is I flipped a few triangulations... the faces' normals are changed as a result. so I select the mesh; and averaged the normals. figuring that'll blend the…