Check out the methods they used in Guilty Gear, they used Softimage but there isn't anything you can't do in 3ds or Maya too. https://www.youtube.com/watch?v=yhGjCzxJV3E http://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf While Maya and Max support "render layers". You'd still have to composite in an external program.…
The model looks okay, but without a wireframe its hard to see where you've wasted triangles...Although its clear that many are spent on the small details which are kinda redundant on a lowpoly(Judging from a far, I might be wrong on this). Also, what reference are you using for the texture? Are you going for realism? If…
Ok so I change up the proportions a bit. He is a bit leaner now, but less defined. I pretty happy with the large forms right now. I will be moving to getting some finer details onto the body now. Also I am going to start focusing in on the face. Going to work on making a ref board to get up here right now. Anyways here is…
@gilesruscoe - Thank you :) Right now there is not spec visible since there is no lighting. But i will definately do that and i think you have a valid point there. Thnx :) I fiddled around with the colors a bit. i think i'm liking this more. I am also going to work in a lot more detail into the diffuse. From looking @…
OK last update for the 2day because im off to bed. So I've decided that his going to be a gangster :poly121: Arms and hands aren't done because forearm is to short and there just blocked out for the moment. Back isn't complete yet because i haven't defined the muscles yet i just pulled it down to about the right areas.…
Hello again polycount, thanks for the above Shinobi I went back and done some tweaking etc and delved in further on the texture something I've really enjoyed and always looking to improve. Here's a few poses shown within UDK mobile keeping to his character. The tri limit definately went and showed it's limitations to me…
If I use mirror I get the same result as the imagen with the overlapping geometry but without any translation, just one on top of the other. I want to achieve a "custom mirror" along a user-defined axis (in this case as you can see in the image with just one object, I want to use that Y axis that I customized to be the…
I think it's almost time for you to separate your mesh into different parts. At least once you get the basic form looking okayish in smooth mesh preview, but doesnt have to be perfect. It will help you get rid of unecessary edge loops which i am seeing. define where you want to separate the mesh Like the door, the bumper,…
scanning the unity shader docs - it seems that you probably need to define a new lighting model rather than setting the surface parameters in the surf struct, or the compiler is going to apply lambert lighting on top of your values anyway. take the simple specular examle from here:…
When you export the obj from max to zbrush, are you exporting it with a material as well? It almost sounds like it is importing into Max, failing to find a material you defined, and as a result not being visible. You could try giving it a new material in Max after importing, or choosing not to export with a material when…