Okay what I am trying to do is extrude from all 4 faces, I guess that works separately from just moving or scaling the object, is there a way to extrude from all 4 faces at once?
Well, I want to create not only the environment but also Kirin Jindosh and his Clockwork Soldiers. That why now I sculpt Jindosh face. It's very interesting, his face is soooo strange and interesting! Some wips:
Hi guys, I'm making a simple MaxScript exporter for just the vertex positions. It usually works fine but sometimes I have to Reset XForm for the vertices to not be offset. I know I'm missing something. Here's the important part: obj = objects[i] mesh = obj (or mesh = obj.mesh for editable poly) face = getface mesh j vert =…
Hey all! Back with some more WIP shots. I honestly have no clue if this looks like Podrick's face, thinking about restarting his face sculpt. As always any feed back is super welcome!
Saw the picture from that earlier on reddit. When they said he had his face eaten i really wasn't expecting him to actually have had half of his face chewed off. Craaazy stuff
If available, look for a "face weighted normal" script for Blender. That will give you these sorts of results with really no effort on your part. Small faces count for less in the vertex normals so it looks like the second shot above.
The hair looks great, maybe you could match her clean face to her dirty outfit, it looks like she has been rolling in mud but her face is very clean which is a bit odd.
I think that might be because of slightly different mapping on the different faces, select one face Ctrl+C and Ctrl+V on the other surfaces, that should copy the mapping, material, and lightmap res so they match up.
His face is what mostly bugs me, his eyes doesn't look right and he has a weird face.. Plus your diffuse textures and specular doesn't help to show the normal map underneath them.
Great job bro! But I think that You should change his face a bit. In my opinion his face should look stronger and have more male facial features like for eg. B.J Blazkowicz.