For clarification (since I've been getting many different opinions from people) what constitutes a character as being next gen? At the bare minimum, what does the mesh / tex require? I've been understanding it as: Mesh: 4000 ~ 7000 range (I've heard 10,000 range but isn't that more for fighting games and such?) Minimum…
I came back into my unfinished project folder and found this one which is going to be the "main" project for the next few weeks/months. It's a character from the comic book Saga which I find interesting because it might be a good one to start digging into Xgen a bit more. And realistic texturing. This is the "concept" will…
So lately I've been asking a lot questions about next gen. characters, and now I'm to the point where I need to take it a step further in hopes to learn everything I can about what it takes to make a great next gen character. For as long as I can remember I've always used 3Ds Max's bipeds to do all my skinning and…
so little progress. trying out some xgen hair this time, still need to play around with the skin texture, balance out the displacement, need to add more veins to eyes and actually do something to the ears and lips look stupid (I basically just listed everything in the image needs work)
I saw this on Artstation earlier, an incredibly amazing piece Thomas! I am wondering if you did all of this in one software, like Maya Xgen workflow or if you used any other methods for haircard placement? And also how long did it take you to wrap this piece up in work hours?
A scene I put together in Unreal 5 using mostly megascan assets. The scene is inspired by the Dragon Ball anime and Tianzi Mountains in China. The scene is lit with Lumen and with VDB clouds. Gokus groom was created in Xgen and imported to unreal. The fog was made with a combination of volumetric fog volume and fog cards.…
Big Update. Finishing up this piece. Still needs a rig and pose and light job. But I'm pretty happy with where its at right now. Hair was created in Xgen then converted to hair cards. Hey, been a while since I posted on Polycount. Here's an older project I decided to finish up. Arranging UVs and will do the bakes hopefully…
Hello, I'm working with some curves I've created using xgen and I'm running into an issue where maya is only letting me convert the curves I've elected to control vertexes one at a time. It's a major pain to have to keep right clicking control vertex in the menu so I can edit them all at once. Any ideas as to why this is…
I'm a big fan of the Netflix Series House of Cards, So long time ago I started working on a personal project of president Underwood , learning new stuff about skin shading and hair grooming. For texturing I used the Infinite Realities session images of one of their characters. Xgen Interactive grooming was used for hair.…
I'm in the process of testing out maya and most of it is intuitiv. Then there are all these plugins, some seem to have similar effects (nhair/xgen), but I have no idea where to start. What plugins should I default to for different disciplines like hair, physics, fluids etc? would be awesome if someone with more experience…