This reminds me of Shenmue, one of my favorite games as a kid. About posing the Unreal mannequin, just select his joints and move/rotate them. If you cannot see the joints, go to shading > xray joints. By defualt joints have higher selection priority than surface objects, so just click or drag select and they'll get…
Yo, i made a few tutorials on boob rigging and such. Have a look and see what you can learn. One of them also has a method of making bones dynamic. Static boob rigging with bones: https://www.youtube.com/watch?v=EVlJKOKknR8 Making that static rig into nHair driven dyanmics: https://www.youtube.com/watch?v=WNZw57nC7Cs…
Its too many polys when your machine slows, has trouble with saving and reopening etc. Mostly if you are having difficulties upping the detail the problem can be solved by remeshing to optimize edgeflow which gives you extra detail room. You can also vary the resolution of the mesh to put more rez where you need it by…
Oh good work!! In general the design looks fine. The grip looks boring.It looks flat and uncomfortable (usually weapon grips have a soft cover like wood or some kind of synthetic material). The renders could have some more work as well. Especially the lighting. It looks too dark and I can´t see details of the…
I would agree that the way it was presented in that video was indeed quite time-waisting. Maybe that's just because he only showed the most simple tool to the camera. In practice, there are tools like Topogun making the process very smooth ; and even in Max, one could use soft selection and a relax brush to manipulate…
There's a lot more you can do than just and AO bake, you can also bake a cavity map, and edge highlights. Dota2 also uses different bakes to add texture detail http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf Focus of medium sized details, don't worry about doing mircodetails that wont show…
Aw shucks, that's my guy. :> Here's some detail on the layer setup. Not sure exactly why I used both a WSN and pRTP with different blending modes. The way I usually do it now is roughly this: Cavity/Curvature - Overlay Green Channel of WSN - Soft Light or Overlay at 50% opacity Ambient Occlusion - Multiply at 50% Base…
Hehe he somehow has a nice ps1/smashbros feel to him, kindof like what starwars did for the clone wars designs. Interesting! Seems like the eyes (eye!!) opening is a bit too thin and stretched horizontally tho? And yeah the suit look a bit too soft, I guess this mostly comes from the details being sculpted in instead of…
Are you clamping values? Seems like a tough way to go about doing a ramp shader. Im not sure what you are asking exactly, but from the images you are referring to, the shaded tone is just a single multiplied colour over the original, usually its often to see it being a soft purple colour in cel shaded games. This is…
I'm really liking your Korra sculpt (still gotta watch that series). I do want to mention though that although overall the model is looking pretty solid I'm noticing some lumpy areas such as in the shoulders. I'm thinking you might have gone with a too dense mesh a bit early. It also looks like the shirt and body is all…