hehe , its coming ... gota retexture n stuff ... still some rigging problems , but i had alook at the poly count , and its only 13k without the eye lashes.
try running the installer using applocale http://blog.wentoday.com/?p=136 explains how to install applocale itself, and it's fairly straight forward to use from what i remember
I've been working on a rifle for real time use. Around 13K tris. Manually PBR textured for unreal 4. Critique is very welcome of course :) [SKETCHFAB]a66b52ede9af472a9a9e0946154d603c[/SKETCHFAB] Here are some WIPS This is the finished highpoly:
There's also the xNormal plugins for Photoshop, and the older Nvidia tools. Both convert heightmaps to normal maps (black: low areas; 127 grey: no Z change; white: high areas).
Merry Christmas! Can't believe this will actually be my first post on polycount, oh well. I love Quixel suite, but this sums up the 1.7 version most for me :D
hopefully with some wise words about Zen [ame] http://www.youtube.com/watch?v=yxloUBCYuFM&feature=PlayList&p=CA9FF97AFEFFD6B6&playnext_from=PL&playnext=1&index=107[/ame]
Here is a little post I wrote up in my thread, texture file is missing though, but might be something useful in there. http://www.polycount.com/forum/showpost.php?p=1553288&postcount=139
I had to put it to 90 from 138~ .. now it points right but I still don't understand why it's rotated after the aim constraint. Is something wrong with the values from the child?
Gray's Anatomy for details of muscles and bones http://www.bartleby.com/107/ Alphonso Dunn has some great videos on anatomy and drawing [ame]https://www.youtube.com/watch?v=xJyadoskb28[/ame]