I was gonna say, the front shot looks really good. but it falls apart from the side/three-quarters. This is why I say its more important to learn the 3/4ths profile than the front/side. you can spend alot of time polishing those two angles and still not learn much about the scructure of a human face. better to learn the…
I created 3 rocks in Softimage, they are duplicated randomly. I can post some wires tomorrow. I guess each rock has 100 polys so they are not really lowpoly. I created them really easily in 1hr or so because I wanted to finish it somehow. I just scultped 3 cubes in Zbrush, imported these at their lowest sub D into…
1. You can scale the imported mesh inside Unity if it's too late/too much to do now. There is a scale bake in the mesh Inspector options (not the mesh prefab, the import setting of the mesh). 2. They're morph targets. Vertex displacement maps... no idea what they're called in Maya. 3. They will if you export them. There…
finally went through all my old arts, and put a new site up, wanted to share old to new stuff! 1999-2000: first custom character skins for UT! 2000-2001: Character class custom skins and weapon skins for Weapons Factory UT 2002-3: more custom character stuffs 2005-???: More recent mixed texture work 2010-11: Gears of War 3…
Both of these are supported now. With the lates build, any cameras that are visible in the scene will export to the .mview file (hidden cameras do not export). As far as multiple animations, you can use the animation set feature in Toolbag to create looping sets, which will export to viewer as well (the user will get a…
Just saw this now. I currently do hair atlases in Xgen and the main 3 modifiers that seem to get the best results are 3 different clumping layers at low-high frequency, a Cut modifier that randomises the length, and a noise mod on top. another factor is tapering the width at the root as well as the tip. It helps blend the…
i'm totally into hair number 2 ( never done in any vi skin) 2 / 3 torso and i would merge the design of hand 1 and 2 ( number one have a solid and simple design number 2 get you attnetion pretty fast with that lightened circle ) legs i don't know they all fit but i guess 2-3 are more appropriate :hushed: really nice cocept…
I see, now 3 things come into mind when I see objects: 1. Its color (albedo) 2. Its material (could be a lot of textures involved, but basically what's it made of) 3. Its reflectivity I completely agree, one of the reasons I might be having a hard time is that I haven't personally done texturing myself, I'll dedicate this…
from my experience, the best intern "material" we got was from the HTW, we get a lot of applications from people fresh from all kinds of schools in germany and only have one intern position at once, which happened 3 times so far. Out of the 3 times 2 have been former HTW guys, with a way more solid base than most. But this…
1) your high poly can be composed of as many individual meshes as you'd like 2) Your low poly can be as well. They just need to correspond to the specific HP meshes as need be. 3) If you want clean bakes you either A. Explode Bake or B. Bake by Groups 4) I personally recommend getting Marmoset Toolbag 3 because A. it's a…