top notch work on the armor dude, really crisp details. What matcap did you render them shoes out with? got a link? :D I agree with the face paint over too, face is the only thing letting this down right now!
my issue with 3dcoat projection painting is the errors it produces - I've spent time painting a face, apply it to the model, rotate the model around and projection paint the back when I get back the face is covered in errors or partially deleted. I'm not on the latest version
Tweaked the face since the last post. Pushed in the eye and lid farther into the socket. I think it keeps the look still similar to the concept. Made some mouth, nose and cheek adjustments. Would love any feedback on the face as I start to tackle the hair.
Which software are you using? In Maya, it's easy enough to weight a single-sided bit of cloth then duplicate the faces that you want to be double-sided. Flip the normals of the new faces then transform them slightly along their normal. Finally, delete non-deformer history.
Huge improvements on the face so far. I like the direction it's going. The one huge clump of hair on the side of her face, coming out from the scarf is a little visually confusing. Might want to break that up a bit in the front. And watch out for nargles.
..done.. 612 polys / 348 verts, which is triangles? ..except for these faces on the wings, i don't know how they should be done?? they are single planes which will be alpha mapped i guess, should they have double sided faces, is it possible? any advice appreciated..
You couldn't let us know before hand? Face to face communication makes all the difference. [ QUOTE ] the denny's next door was packed to the rim with angst, emo, colored hair dye and piercings. [/ QUOTE ] Sounds like a normal game related event then..
After stepping away from this for a little bit and coming back, I saw countless problems, and fixed a lot of the issues I was having with the face. At anyrate, no more sickly, square headed, enlongated face guy. Progress: 1920 tris total so far.
Faces tiled across horizontal strips of the texture, and/or extra horizontal/vertical cuts in your model to apply individual faces to specific sections of a material (which can be required for smoother [vertex] lighting). This is slightly covered here: http://chrisholden.net/tutor/util02.htm
Buddy the designer, thats coming along nice. love that too SEKNeox . The basic structures of the face are looking spot on I did recogise him, but could n't put face to name. Josh_Singh - loved the guy in the cowboy hat out of the ones you posted