First of all thanks for the comments guys! crazyfingers - About the belt and clothing: you're right, somethings missing from there, but the basic idea was that the "belt" is the upper part of his clothes, which is a robe or something similar (like usual clothing of Death if there is such thing :) ) but it's ripped off and…
Hey Phil :) looks like a good start. I think you are working at too higher subdivisions at the moment. Cloth is a lot easier to refine when you are squeezing every last drop from your subdivisions. Same can be said about the head. Just means you are concentrating on your major forms and by lacking the res to make any…
Orthos Nude Orthos With subD and weapon drawn It's a redone version of this model: I've opted for a realistic look this time and since my last few attempts at that weren't very realistic I finally did what I should have done the whole time: I got some refs from Fineart.sk and started using them. Although the girl I used as…
Max Pros: - connect tool - edge extrude with shift - snap tools (compared to maya) - mirror tool (compared to maya) - UI not as cluttered - shell modifier - autogrid(better than make live in maya) - biped Cons - material system (kinda limiting at times) - broken cut tool - x-form(equivalent to freeze transform in maya)…
Hi, I'm Jose, a 3D artist specialized in props and environments for games. I've worked with UE4 and UE5 pipelines and feel at home with industry-standard tools for real-time art. I love crafting realistic assets but also enjoy exploring stylized art. Lately, I’ve been diving into Houdini and programming to expand my…
ok just wrote this up for someone on cgtalk... thought it might be helpfull for someone, feel free to piont out any mistakes and ill correct them UNWRAPING WITH SIM CLOTH! PART1 1 Make a box bellow your model 2 WHILE THE BOX IS STILL HIGHLIGHTED! click "create rigid body collection" in the reactor dock (should be on the…
thats a good idea X-One. I took a compromise and just lessened the intensity of the cloth texture since it was just on a layer in zbrush. i also went back to the original cloth texture which looks more like cloth. I then added the photoshop alpha i used to make the cloth in zbrush as a texture in the diffuse so it has more…
Changes: Started on her clothing; I didn't bother modeling the clothing as seperated objects ... So i did it on top of the model , so basiclly smashed it all into one mesh and did a quick retopology.. the focus was to keep as much details from the clothing and high poly.. w/o going too high poly. The…
There simply isn't enough pixels in your texture to capture the microdetail. As Jfitch said, you need to tile the microdetail onto your texture through the shader if you can't have higher resolution textures. Unfortunately, it's difficult to provide a good example for a 'good' uv layout since uvs are so specific per model.…
not a ton of experience with this and not in unreal, but one way i knnow is to add some extra joints the cloth gets weighted too, and the joints use a cloth simulation. Maya has some easy stuff in bonus tools you could use for testing, but i think for unreal you got to look at marketplace to see what you can use. as far as…