@TheGinger: Thanks for the input, I went back and added some more fold, or accentuated existing ones. I'm really liking your wrinkles and folds, keep up the good work! I'm calling the high poly done, now to retopo and make the poly plane hair. The holes in the wrap around his waist are due to using micromesh and the…
Well that is the thing, it is hard to know for any specific model. Since your model will have many limbs they will all take up an extra amount of polygons. So you will have to get a feel for it. But I can make a picture for you to explain. In the left pice off the image it is almost too highpoly as a base, as I can create…
Yeah, in a sense. I used to have the same sort of problem as you. I started refining things too early. You've gotta start with the planes first, man. Preferrably at a low-res stage. Progressively build up resolution as you want to add more and more detail. It's also helpful you define certain points on the head. Landmarks,…
Whenever I see example of vertex colour/blending it's always used as a sort of gradient. As for decals I'm convinced floating decals would be too messy and add 100+ tri for what I'm wanting. It's good for flat surfaces but it gets awkward when they have to wrap around cylinders etc So if painting to UV2 is out of the…
I get <font class="small">Code:</font><hr /><pre>-- Syntax error: at ), expected <factor> -- In line: )</pre><hr /> When pasted into the MAXscript listener I have tried wrapping it in a utility, but I get feedback on the listener with that, and nothing happening. <font class="small">Code:</font><hr /><pre>Utility…
Wireframe of above here: http://i10.photobucket.com/albums/a136/thnom/johncandy/candyneweyes2.jpg Fixed the eye mesh (brought the eye lids lower down) and cut the eyes in half (giving them more texture space, no back half). They now look much better IMO. I also added (although you can't see a damn thing) an extra row of…
Hey there, I think you've gone a bit overboard with the surface of the wood. There's knot in strange places and the cracks are far too large. There also doesn't seem to be the same feeling of distress on the end of the club where the rocks were hammered into it. Looks more like the wood is wrapping around it. The rocks…
MoP has a general normal mapping tutorial (some of the images aren't loading for me, so if you want, I can email you a zip of the images) Poop has a character based one Very nice so far. Couple things... The chest is looking really skinny inbetween the pecs and gut. His arms in general are looking too "bubbly". Maybe a…
Yeah I have been reading your description over and over Eric. Its been really helpful but I need more to wrap my head around it. I just don't understand how vertex normals and triangles translate into a coordinate system. It would also be nice to see some kind of visualization of the normals of each pixel as if they were…
hahahahahaah! HAHAHAHAHAHA! hahahaHAHAAHAHAHAHH!!!!! oh that's so funny..... i'd get a gamertag as soon as i could get my 360 running for more than 15 minutes !!! lol. i'm on my second box within two days haha! yeah, 3 red lights..... lol. but it may be cuz of my power outlet in the wall. cuz the thing is on a friggin…