I'm in the same boat except I told myself to study anatomy. There are some obvious errors but frankly I think it's a good start. Keep going and have fun with it. Also keep references handy to check what you're doing. God luck and remember you're not alone in this. Also go ahead and do the full sculpt. It's good practice.…
what tharle meant was that theoretically there isn't a limit of vertex paint channels. I mean, of course there is, but as he said, you could for example use the red vertex paint channel and split it into two. Instead of having values of 0 - 255 deciding which 2 textures to blend, you could use 0 to 127 in order to blend…
Hey wi_2 thanks for the comment! Finally I ended up the whole week busy with school stuff, and next week I will have more, but I've planed a better schedule to be able to keep up with both school and this project. I’m finishing the texture on the newest piece so meanwhile I will just post a prop I did at school: I've…
Hi Luke003, Thanks for your question! You are not doing anything wrong, my apologies for the confusion. What you are looking for is Calibration Profiles. This is an advanced topic for configuring completely custom export and calibration settings: http://quixel.se/usermanual/quixelsuite/doku.php?id=ddo_calibrationprofiles I…
is tihs linked from cgsociety somewhere? since they seemed to host it and all. anyway. i have fast forwarded a bit through that. the approach with the baked/ manually created shadow map for hair sounds mental. so you end up with two UV sets on a 13k deforming hair mesh on a character? (in the case of that afro). one thing…
Fire Knight with armor and shield I will probably go back and optimize some of the shapes like the hair and overlapping parts of the armor. We'll see how the others turn out. Unarmored: 680 triangles Armor: 1268Helmet: 186Neck: 48Chest: 118Shoulder: 136 (x2)Forearm: 98 (x2)Hand: 56 (x2)Thigh: 38 (x2)Shin: 90 (x2)Foot: 40…
It's been awhile since I had some spare time to work on this so I thought I would throw up a small update. I was working on some modular pieces for a temple/castle ruins kind of scene for the android game. I'm probably going to keep as much as possible on one texture sheet that will be like 1024 on release. Any tips or…
DataDragon> I can't give you any exact number in general to be honest. To me it seems like a diminishing returns. My latest personal projects I tried around 130 for a walking boot. I think it's overkill, but it turned out nicely. Would have been interesting to see how few photos you could get away with and still retain a…
I got a Japanese copy when it came out in Japan got sick of it and I just started playing it again. I put way too much time into the game already as it is . 12,000 owners points worth. I just hope I can link up with the US copy of the game. Probably not though but I'm going to try. Linking up with other people's dogs is…
lol our Technical Director wrote a MEL script that looks and works exactly like Edit Poly in Max. Maya isn't the best modelling program, but the navigation is pretty good. This wasn't a bad tutorial site: http://www.3dlessons.com/categories/3D-Tutorials-Maya-3D-Tutorials/page2.html This can be used to bake out AO and…