Carabiner - Thanks! The stairs are just the unreal primitive stairs for now so they look a bit messy. As for the human figure I actually have not yet, I really need to though! MisterSande - Thank you. I have some pretty cool ideas for some graffiti and such in some areas. Definitely want to make this look used up. I also…
I cant wait to see this come together! A few things stand out right away to me looking at my anatomy model, her rib cage isnt defined enough, it looks like its missing part of the bottom. Her legs do seem a bit fuller in the reference than you have it and it looks like as you come down to the knee you lose some muscle…
It'd be lovely to just say - "Well, our lightmap budget is exactly 2x 2048, so arrange things accordingly kthxbye." .. so fiddly with Enlighten, output size being dependant on a larg-ish number of factors.. Ah, great. That looks like a good addition.. defining areas within the map might be a bit next-level/anal ;) And…
Hi, The jagged edges is pixelation due to the baker trying to define a circle with less pixels than would be desired. The options are - - Check in the Painter bake settings it's baking at the right size. Just because the file is 2048 doesn't mean it's baking this there's a separate drop down box. - Increase the UV space…
Okay, here's the next pass. I feel like this time it's really looking more like him. By the way, thank you all so much for keeping me from publishing a sub-par head sculpt, and thank you for your honest feedback. I feel like cheek/fat pad/eyelid area is more defined now and hopefully the ears look less flat. Please let me…
Awesome job dude!! Its hard to give any crits on such an excellent piece. But there are a few tiny things that stick out to me. On the backpack the little holes that the 3 hoses run into could be darker, similar to how they look on the arm portion. And then those two horizontal scratches on the back of the helmet seem…
Not bad Rihotzu! Its looking pretty sweet so far. My only crits are the face. The proportions look a bit off to me. The nose and mouth are a little narrow in comparison. And i think the check bones could be defined a little more. Heres some reference that may help. The only other thing is I think the back of the armor is a…
Can we see the UVs? Where the jacket and the shirt meet is the thing you should fix first, I say. You can create a crisp edge there by having the shirt and jacket UVs separated. Also, from a geometry standpoint, I think her collar might look better with a sharper crease around the ridge, you know? Instead of a rounded…
wow...why all those loops on the main body? It's a flat surface, with nothing being defined by the extra polys. If the polys aren't adding to the silhouette you don't need them! You don't necessarily have to make everything as a single mesh- in fact it'd be easier not to. That way you can change between poly resolution,…
When I made my high poly models back in the day I unwrapped the low poly version before turbo smooth. This works pretty good, but you can't rely on edges to define flood colours like you would on a low poly model as the edges move. It's a bit tricky actually, I remember I had to take a uv snap shot of the low poly and the…