So I been making characters. But each character I made, it seems they from the same videogame, same character, same face and same body, I just make different costumes to equip on them. When I actually should be making different characters. So the face/head is top priority right now. To create uniqueness to each face.…
this is not logical,- you need at least 1 face in order to have at least an edge. With edges and faces as a base you can do that with a snap. With just the verts (very odd modeling style) it would require a special maxscript that would sort the verts in space and create face ID`s based on their locations. with 1 edge…
staceanator, check your mesh's normals. UDK (and pretty much all engines really) only renders the side of the face with the normal facing outwards, it won't render the backside of the face.
Michangelo's face looks like he ran into a wall, because his face looks completely flat. Try rounding it out a bit more, especially the top half of the face.
if you have access to the sdk the way edges and faces are constructed is in the file c:\..\maxsdk\samples\modifiers\uvwunwrap\TVData.cpp though it ain't pretty :?
her body and face actually look really good! it might be the skinshader/sss or lack thereof in the first shot that makes the face look dead and also the strong AO on her face makes her look a bit mucky like she doesnt wash her face.
Next update for Ira. Woked on cloth seams, folds block out and initial face block out. And some face close ups. I have more eperience with stylized character and faces so making a realistic one is really a challange. Faces are really hard and female faces are the hardest imho. It's still really bad, bad planes and…