DWalker - Wow thanks for the LOD resource. I will definitely be doing some adjustments on the LOD poly counts. I really need to do the LODs and get a good feel for it and then I can hone in more precise numbers and get them quite a bit lower. It's always something I have to do in production first and then edit the numbers.…
Edges of your high polygon are too sharp for sure (see all the aliased edges on your normal map, it's 2048^2 and the captured curvature changes are like 1px large. Any smaller resolution and they'll just disappear.) But the black lines remind me of a similar problem caused by when the low polygon model has a break in the…
The elongated part of the eyelids, bottom edges should be brought up, see how it's almost centered with corner of eyes in 3/4 reference? yours looks thicker thats why it aint placed properly. Nose bridge should be wider, also it's not all the same width everywhere if you look closely. The nasolabial fold and nostril areas…
the problem is that when using "toshell" from the hotbox, allows you to only select one shell at the time and I want to be able to be in some sort of "Shell" mode to select multiple shells at the time. Another problem I have is that in xsi I can select multiple objects and insert edge loop at once to all of them. Maya…
There are basically two reasons people suggest triangulating your mesh: A. Max can give unreliable results, ei: Ignore your "invisible edge" orientation on quads and use the opposite, this generally will result in a distinct "X" shaped smoothing error, as the edge in the bake is running against the edge in the mesh. B.…
AO is super easy to fake with paneling, especially when you're doing stuff like Layer Styles. All you need to use is stuff like Drop Shadow and Outer Glow and make sure it's set to multiply. I'm unconvinced that anything outside of Photoshop is necessary. EDIT: Also, it's easy to get those edge highlights without something…
Recently, I've been watching stylized material creation from 3dEx Youtube Playslist on Substance Designer. If you're into stylized textures, definitely check him out. One quick way that I learned on how to make something look stylized is to add visible highlights around edges, and then blend those highlights with your base…
Check this sticky post out! I used to have the same issue and now it's all cleared up. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1 Basically, depending on your rendering method, you have to split up UV islands that have hard edges - meaning…
how do i explain this... ok pretend his head is inside a cube. Each edge controls portion of the face, based on a gradient of sensitivity within a radius that stretches to the center of the cube. try pulling the edges closest the cheek bones done to the center of the angle of the jaw inward a little towards the center. In…
Hey, it looks really nice, but one small thing that ruins it for me is that the fractures in some of the bricks just kind of fall-off as they get to the edges, which never happens IRL - a fracture in piece of stone (or anything reallly) goes from edge to edge and never just fades out. The most egregious example if the…