Yeah all you need to do is remove out the unecessary loops and rebuilding her form around the basic loops, after a few practice you get a clearer idea on how the face is like. but yeah solid engle flow so far on the face.
the relax tool or indeed the modifier if you want finer control are pretty handy for getting rid of lumpy loops. there's a few relax/regularize scripts floating around as well that might help. I often end up rebuilding sections that get messy though..
Interessting work so far. I think you need to add some volume to the toe of the shoes, and extend the sole a bit. Don't worry about getting torn apart, if you do just rebuild and improve and you'll start to level up :D
In case you wanted to see some more. I had some fun the stuff, like loading them in to unity and trying to see how much of a little town I could rebuild off the pieces that make the wow building.. and marmoset is pretty awesome!
Thanks heaps for that. I solved the problem. It was 'marked sharp' even though I don't remember ever assigning it as sharp. Even when I would delete that whole section and rebuild it from scratch it would still appear sharp. All good now.
^^ Agreed build your lighting should fix it. Anytime you place a new asset into ue4 and your using static lighting you will need to rebuild your lighting in order for everything to display correctly. If you were to use the dynamic lighting this problem wouldn't be there.
Argh, I was stupid enough to not save it as a different package. However I didn't make any changes at all in terms of the materials and so forth, so it's not like there's anything thats not backwards compatible in the package. Looks like I need to reimport/rebuild..... sigh.
What's up everyone. I've decided to rebuild my Candy Environment because I want it to have a whimsy vibe. Anything to add or take away? Let me know. Please ignore the mapping for the normals, because they are wrong. Have to still work on that :smile:
No. A Unity project is a Unity project. And a Unreal project is a Unreal project. The former uses C#, the latter uses C++. And also the asset handling and the material system is completely different. They are not compatible. You have to rebuild the whole project. Including to rewrite the game logic. Kind regards Tiles
trying to practice more on my modeling skills. Still having trouble with correct topology. Reference: W.I.P: i want to retopo it but once i make a highpoly. Should i completely rebuild(start from scratch) it for for a highpoly or retopo it and then add details? crits highly appreciated!