I absolutely love UV unwrapping in Blender, it's a lot of fun (that's why I love making UVs in general). It's a super easy and fast workflow in Blender's UV tools. Especially with organic models when using "Live Unwrap" with pinned vertices to change the shape of an UV island without the fear of distortion. So I don't…
that looks like one vertice is at a place that makes your quad bend, creating this seam is your mesh triangulated ? --- Do you know how smoothing works in C4D ? You have to work with the Pong tag that is on your object. You can set smoothing splits if you are on edit Edge mode under mesh > normals > phong shading stuff…
I think you might need to scale the head vertically just a little. It looks like the concept might have a bit more cheek bone, cheek and jawline. I think if you push the tufty bits that point out on either side back so they sit closer to the rear corner of the jaw you might get abit closer. I don't think you're a long way…
The resym tools are more like a surface Projection, and as a result they work best when the topology is symmetrical enough to support the forms. Because the other foot doesn't have the vertices for those toes, it can only do so much to project them onto the stump that it has to work with. Mirror and Weld should work…
is this what youre using to sculpt? if so make sure your polys are evenly distributed so you can have even topology to sculpt. no long polys like you have now. if this is your game model then youre wasting a lot of polys by having ones in the middle like that, be sure to only use polys that you need for your silhouette, if…
Yeah the transitions from pillars to wall is definetely what bothers me the most, just needs a subtle touch to break it up, as it really creates clean vertical lines that don't quite fit with the scene. Looks really nice otherwise, the only other thing that disturbs me a bit is the sword agains the pillar, it feel like it…
so I've been fiddling with the rig and I have eye lids working... ish. I have a constraint to make sure the bones are always on top of the eye lid but there's still the issue that vertices between the eyelid and the head simply stretch towards the bone as opposed to curving around the eye, EG. is there any way around this…
hahaha I actually got used to the problems with the Silo-Zbrush-xNormal part. I'll even start predicting Silo's memory crashes sometime soon :) Kidding aside, you're right. That makes Blender sound like an even better alternative. I'm curious that the vertices on the different sides of the broken edges will get the same…
you can have different smoothing on individual parts and you should. 90° angles usually should have a cut If you are more experienced later you can have larger smoothed areas as this saves vertices and makes textures have less seams but to start try do more cuts until you understand it better You want your UV islands to be…
Add a piece of piping underneath the zipper to soften that angle and flatten the crotch some. Alternatively you can have the skin as a different mesh and there won't be a rigging issue as long as you space your vertices in between each tooth of the zipper on your lowpoly. I'm going to suggest going this route unless you're…