Hello! I'm making this topic to show some progress as I get through a very ambitious project (for me), trying to reproduce this illustration as a 3D diorama: This is an illustration by a friend, Goblin Spice Trader, who does a lot of very cute (and often NSFW) goblins. I'm pretty sure they're not on this forum, otherwise…
A little more explanation on what Zbrush is doing: Zbrush doesn't render 3d models the same way a program like Maya does. This is because zbrush isn't a full 3d environment that has cameras or lights physically positioned around the model to work with. It's just a model floating above a static 2d painting canvas. When you…
Assuming your project involves high to low poly bake workflow? then from my perspective both elements completed thus far seem fine, imo nicely quadrafied too project an optimised proxy off of. As for face counts including relative number of cylinder segments, well they're dependent upon screen space this object or parts…
Honestly, the reason the count in the face is so high is because I was nervous about taking out edgeloops to lower it. It's pretty easy to fake detail in clothes with normals, but some of the detail and geometry in the face isn't as easily faked, or at least in my experience. Yes, this is a game prototype we are creating…
DM VRChat Avatar Creation & Upgrades Howdy! My name is AxiomVex, a skilled 3D Avatar Artist specializing in VRChat and virtual character creation. I work with industry-standard workflows in Blender and Unity, creating, upgrading, and converting avatars with strong attention to detail and performance. With experience in…
Hi guys, I'm delving into the world of FACS based rigging for a face. The various models (neutral and blendshapes) are derived from scanned heads. Here in this video (1m.34s) https://goo.gl/PQXogi I give a brief breakdown of my process from scan to corrective blendshapes. Right now I'm a little lost on how to tie all of…
Besides using Edit Normals modifiers, you could also maybe fix it by selecting all the faces and pressing Retriangulate (Editable Poly > Edit Polygons > Retriangulate)? The file probably only holds the point order for each face instead of per-triangle, and so the results are going to vary based on the method used by an app…
I am actually really disappointed with the Worgen. I was waiting for this badass race for Alliance (was hoping for them for Burning Crusade) and now they do look like furries. Their facial features are more lion-ish than wolf-like. I understand that the old models / textures of the worgen needed to be updated for this…
Someone that went through that course posted a video of the rig that they built for it, there's a lot of joints indeed (only raw joints shown, controls are hidden): But even with this "mostly joints" type of rig he still makes use of corrective blendshapes. Taken from the course description: About FACS: -…
Hum, in fact the drag selection doesn't work like that (at least in 2.76). You have to box select the whole the centers and the same goes for the per face selection. EDIT : In fact, you can select with part of the face if the Limit selection to visible feature is turned on. How ca you have the same behavior without this…