hey, Not sure if this is right place to post a question about topological problems but here it goes.. Here's some topological issue that causes some extra work when sculpting organic stuff. See the problem with the 3 edged pole there? this happens when i use for example smooth on the areas where these poles exist. These…
You're absolutely right BigtimeMaster, I indeed kinda missed the "all are as separate OBJ-s with UV-s" from the first post. As it sounded obvious that everything needs to be in a single fbx. My bad. About this example of a body that one needs to paint beneath a layer of clothes. As far as I'm concerned I keep both Painter…
I did my best from just this limited 2 similar views About your question relating normal map : Basically you can have things that are in the material of the cloth itself like cloth bump or some sort of pattern , embroidery , lace trim and so on this is specifically on moving part , on part that doesn't move much or at all…
Please don't take the wrong way, you did some work, effort was made, but you need to go further....... If your serious, you need to rework a lot of your stuff. This is an example of someone's portfolio at a place you mentioned. SimonFuchs.net Currently your not up to that quality. It'll be tough for anyone at that studio…
Reviving this quite important thread, since I've had some problems with choosing the most optimal t-pose. These things concern me: - the importance of the anatomy on the armpit - polygonal angle on the armpit for normal map baking - humeroscapular rhythm (the movement of clavicles, scapulas and muscles related to the…
I don't really care too much about Day 1 DLC or even on-disc DLC. If they help make a game I like profitable, then by all means go ahead and charge for them since many great games aren't profitable from the sale of the game itself. The thing that pisses me off to no end is the fact that some developers find it necessary to…
Sure is all tris under the hood. But for modeling and a clean topology you might want to have quads. Edgeloop tools simply stops at a tri. And sds'ing a tri can lead to a pole, which you might want to avoid. So it can make sense to model away a tri. Here two solutions to get rid of the tri at this place. But keep in mind…
You are right, when it comes to releasing a product on the market - you have to say goodbye to it. I am totally aware of this, nevertheless it makes me wonder why it is not being fought for. I understand that getting to who creates porn videos and uploads them to pornhub is impossible. But sites like deviantart probably…
you can do it in a loop over all the objects. Here's an example: //this selects all the objects in the scene you're allowed to delete select -ado; //this makes a list of the selected objects string $mySelection[] = `ls -selection`; //now we loop through the selection for ($obj in $mySelection) { if ($obj == "pCube1") {…
You probably want to look into substance painter for the textures and baking, & for retopo you could probably stay in blender. https://www.youtube.com/watch?v=CuQzPDs99yM I think that's an example of the built in tools, though I'll admit I'm not super familiar. mind the character example of course; i will also admit im not…