redefine the material for his face man, black facepaint? sure, believable. black mesh that covers the face but follows the contours of the lips and everything? fuck no.
Hi! Using sets for the polygroups actually a great idea. I'll look into it. The problem is here: I chose the type of communication between maya-zbrush-max-etc to be one single obj file is to make it more simple. So for example using obj files per geometry would be harder to implement in Zbrush. Zbrush now has some…
OK, did some more of my own tests. I get a completely flat face with a couple of the cube faces, which is definitely a good thing. In Photoshop I painted over the render target with 127, 127, 127 grey, then set the layer blending mode to Difference. This should nicely highlight any areas of the cube that aren't flat. Some…
Have you ever actually seen a real life terrain or cliff way that tiles nicely? No never, thats now how nature is. What makes a terrain/rock walls look real is making them look unqiue and removing that generic tiling look. If you were to make rock wall chunks out of a ton of square pieces you would notice the tiling. Again…
Hey, thanks for the CnC. Really appreciate it. I've gotten feedback about my shadows from multiple people so I tried to do something with it. It's supposed to be semi-realistic, inspired by the golden age illustrations, so that's a pretty large complement :D although compared to the real deal it's still a long way off.…
Heya, Ben! Here's just a few things that I noticed after a few views of your demo reel: I noticed that many parts of Mathilda's face isn't expressive enough to make the dialogue convincing. For instance, when she says 'Hi', her face doesn't say anything. She doesn't seem happy or cheery, she mostly just stares blankly. I'm…
@Ssjtroll - Nice textures so far. The only thing I have to say is the lines on the bench seems to end abruptly off the edges. Maybe either continuing the edge lines all the way around or add some kind of edge trim to make the transition fall off a bit more convincing. @RILKE - Normal map and shape seems cool so far. Can't…
hmm yeah post a picture of it in tech talk if you get chance. How are you smoothing stuff for UE? I used to have a few problems with it. Even if it looks alright in max, you have to set smoothing groups by hand or quickly run a smooth modifier on it t make sure groups are assigned. Also worth double checking those tick…
[ QUOTE ] Jogshy you said for me to "remember to triangulate". I don't understand what that means. [/ QUOTE ] Triangulate = make sure your mesh contains only triangles as faces ( not quads, ngons, nurbs, patches... )... That's done in 3dsmax just applying an "Edit mesh" modifier on the top of the stack (in case your base…