Got pretty hectic this week but finished week 12's challenge. Lost count how many times I had to render the wireframe over because I placed a push modifier on the wrong mesh. :poly122: Beauty. Clay. Wireframe.
The surface needs to twist as it goes from one edge across to the other. I would use a Twist modifier, with a Volume Select below it encompassing those two edges. Then I could add rings as needed to get the deformation looking smooth.
dunno what you're shooting for, realism or cartoony. one thing i gotta say is look at some refs for human heads and modify it to your needs. your loops look ok though, just get rid of that seam if you can.
I also planned out the clothing I plan on doing as well as the bike. A suzuki GP 100 as I have seen many people replace and modify the handle bars, head light and seat to make it more cafe racer style.
If you can't get it converted in Maya, Max will convert Skin Wrap to skin if you export as FBX from Maya it should import the Wrap Deformer to Max's Skin Wrap modifier and from there you can convert it to skin and re-export.
I got an idea, in the actual game if part of the game has be modified or cracked it'll make the game impossible to get past, like a giant billboard in the way that says "At least we didn't use DRM" after the first few levels.
I would probably do something like this: And depending on how big you make the gaps, there wouldn't even be a need for an alpha-map to mask it out. And if you really want some volume in there, then the same thing with a shell modifier could do.
and after posting i just remembered you can also adjust the pivot using the 'insert' key. this is an on/off toggle so you don't have to keep your finger on it. finally on the menu bar 'modify>>centre pivot' does exactly that
I use the UVW Xform modifier. Its pretty simple and fast, you can type in the offset and tiling values. It also works very well when you want to stretch the uvs to get 1/2 or any texture ratio.
then I put them altogether inside 3ds max, rigging it using CAT structure. Hair and fur was done using default hair and fur modifier inside max. This is how, the total setup/ rig up to now looks inside max.