Thanks for the feedback Alemja. I agree re the faces. My problem was probably always with the photorealistic side, never quite got in to making faces that are meant to be hyper realsitic. I think the cartoony/ semi realistc suits me more, so might cull some more of my faces . I realise there area lot of Arnold rendered…
I think your low poly can use improvement to their faces. Their high-res counterpart has quite nice faces, although maybe lacking characteristic, but the low-res' faces are kinda plain and bland.
well, no , it looks like a babies face, or a fat mans face. But thats because you havent put in any definition yet thats all. Just keep looking at peoples faces to notice the important curves.
Looking good ! Just a tip though about the face presentation, the camera focal is not really adapted for face close-ups, it deforms the face quite too much. Here's a little example to illustrate my point.
Day 7 Please Critique, need to understand why the face still looks off New face sculpt with closed eye. wanted to concentrate on other areas of the face. such as the nose and the mouth different shadow render
and here's the gloss map for the face (using GGX reflectivity): Almost all of the detail in the face comes from a combination of the base normalmap and a detail normalmap. the face has a constant reflective value (0.028) for the entire area.
I tend to have all quads where possible on my meshes especially if i know that i will subdivide them but i was wondering in the case of a real time asset like this: As you can clearly see i have a flat face with ngons. This is already the final mesh, i won't do any bake or smoothing ( subd ) and i know that the engine will…
- Is there a way to mirror UV's across a XY/YZ/XZ plane, like the symmetry modifier? For example Let's say I have a 6 sided die, with each face of the die being composed of 10 polys. Let's say I organize the UV's on the 1 face. Is there any ways I can have max auto organize the polys on the face across from it (the 6 face,…