I was playing playstation for most of the day but I did a tutorial from the alias web site on how to make eye lashes from polygons instead of using fur, pretty nifty trick, I used the same technique for eyebrows.
Nah I didn't create a high polygon mesh for it, I just created the normal from a heightmap as you said. Ok I will go back and create a high poly mesh and bake down some details for it..I guess.
Most definitely pre-rendered. What's swinging it for me: The lack of polygonal silhouettes The little pool of liquid in the bottom of his eye in the first eye close up. The hair. It has a notably different look from videos of the game itself.
A clean front and side view wireframe (no hair) can help get a better technical crit. Female faces are hard enough as it is, a perspective view with hair polygons all over it doesn't do much for crits, but great for hiding errors.
I like the concept (and especially how simple and effective it is!), but I think the model could use some more work in making the shapes pop, and even then you could get rid of some polygons, or use them to better effect.
i'm watching ugly meshes for subdiv models, imho. The Subdiv mesh should be "quad only" an not with tris or n-gons, if not.. you are not making a clean mesh. Practice is better than scripts. Okkun check Polygon Cruncher for Max and Lw.
DON'T apply one smoothing group for the entire model - only the polygons you just chamfered get a single smoothing group. Once they're a single smoothing group - stitch them. EDIT: Here's another gif of that to be safe.
Hey, so there's a really useful photoshop filter called "cutout" that essentially takes an image and simplifies it into polygons and colors. I'm wondering if there's any way to achieve this effect in susbtance? Does anyone know if there's a custom node for sale that can do this?
after finishing unwrapping the polygon, some of the edges that have uv cut will stitch back together after smooth preview... anyone has any idea what's wrong with this? before smooth preview: after smooth preview:
Kirarito Inc. is looking for a character artist capable of creating a videogame based 3D character model and textures. The style and polygon number would be similar to The Witcher 3 characters. More details will be discussed after receiving the artist portfolio. Please, contact us at julio.velasco@kirarito.co.jp