Yea, i'm going to be adding some occlusion into the textures to make them blend together better. Thanks for the feedback. I'm more than open to any more crits, or suggestions or whatnot. :)
Not much of a critic since I'm still learning myself...but man this looks epic!, great use of colours they blend perfectly, I could really see this on a wall :) . keep up the work
Thank Svyat, yeah I know for anatomy but I make this head as volutarily less realistic. Hope I will make another head more realistic too. Enjoy, happing blending.
Hey Gordon, The bump gets blended with the normal map automatically on export -- it's kept separate by DDO during editing to enable more control and better performance, but is always merged on export. - Teddy
Cool. It's actually a belt with a shoulder strap, but I've got some pixel-bleed where the arms connect, so maybe isolating the torso from the legs and arms is a good idea anyway.
yeah it seems like a blend shape thing, as if she is trying to pull too many expressions at once lol i love her 2013 look though, but the game was a bit stressful
It can be a good practice to open the mouth and close the eyes slightly. That way you avoid deep creases around the mouth and "dirty eyelids". Morph targets/blend shapes can help with that.
with your limited knownledge its going to be harder but have a look at http://www.russian3dscanner.com/ wrapx if you have an already rigged face you could use this software to blend it to your scan
Got some lighting in there and starting to test some trees. Still a long ways to go. I also started taking advantage of vertex blending on the cobblestone floor and also the wall tiles.