Its been a while since i updated! But I've baked Elphelt and I am now starting a texture pass. I've blocked in all the clothing materials but i'm still unsure on what materials i want to use. I was going to make a type of pearlescent cotton but i have just fallen in love with the latex material. > w < I've been working up…
I use Blender and just do #1. Sometimes it's useful to do something like Mongrelman, where I don't want bevels interfering with the unwrap, but that can be done by selecting the basic faces and doing the usual LSCM on them. Blender has two unwrapping methods, conformal and angle based. One's supposed to be better at the…
Holy massive melons batman! The lighting on them looks a little off... seems like the pure white reflection should be on the other one, to match the direction its hitting the rest of her. That one dark shadow on the side of her face, beneath her cheek is really throwing off how I thought her face was constructed... she…
I don't think the face looks manly, but she has a very unsexy shape to her lips right now and I think because you set her gogles so high on her forehead it makes her entire head look too long. You should shorten the length of her head a bit and give her full lips instead of the tight ones she currently has and it'd…
I disagree that the face is too small in area right now, I dont think that's the problem. remember that the entire area of the face can fit under one spread hand. that said, the neck is seeming a bit too exaggerated and turkey-ish, and like shepeiro said the nose could use some more weight. the primary problem is the space…
Yep, any time you mirror geometry (use symmetry instead it doesn't screw up the UVs) or use Flip in the UV Editor window (use rotate as best you can) it turns the UV pieces inside out. MR looks at the back of the poly, sees through it and renders nothing. The quick way to fix it is to go into the UV Editor window > Face…
Use super sampling, or render 2x and size down after the fact (same thing). There are a couple things I typically do when baking lowpoly-only AO: In Xnormal, I use the simple AO tool, this can be problematic though, as the vertex normals of your lowpoly mesh tend to contribute to the result. Usually I will tesselate(but…
Hello and welcome :) Your front page doesn't feel like a portfolio but the pitch for why someone should hire your company to do something. But you're not a company... You have a lot of text explaining what the different 3D disciplines are. This is a total waste of space - anyone looking at your portfolio is from one of…
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
For my workflow Blender is far more efficient than Maya. It also helps in my case that because I'm into creating characters my main tool is Zbrush and Blender compliments it perfectly, which I find to be better than Maya anyhow and particularly when it comes to modeling. In fact I find Maya to be unusable for modeling. The…