Hi, thanks for sharing this work. I've started to go deeper into clean topology and now wonder about some triangles, for example the one above/ahead of the rear wheel arch and the ones around the door handle. I expected the subdivision surface modifier to do weird stuff there, but obviously it didn't. Can someone explain…
Spent sometime rebuilding the skin/hair shaders in the UE4 Digital humans content example and threw this together to test them on, more breakdowns and stuff on my AS
Does living in non-native country mean you can't have the same tools? I mean, if you are just moving to Belize for example, who says you can't have a house/apartment with the same big monitor and desktop workstation? The thing is just cheaper cost of living, right? Whatever stuff you can't easily get in the new country you…
Looking for an artist to concept and blockout sci fi / cyberpunk scene example https://s_schulz.artstation.com/projects/58GaYw pm rate / similar work or submit sample
One good example is this Robot here. https://www.artstation.com/artwork/wXzPg And this old Mari video here at 4min. https://www.youtube.com/watch?v=chn60uPGBv0
Best is to post an example Graph and your problem on the AREA. One of the developers will take a look. https://forums.autodesk.com/t5/bifrost-forum/bd-p/6060
@pasha_sevez from the example shown in that thread it still isn't usable optimised game asset topo. Zbrush Zremesher can do the same based on polygroups.
In L4D series for example, they don't use any Normal Maps on the Zombies for their folds and such, they make clever use of Diffuse and Specular, so as said, it all depends.
Some stuff here http://wiki.polycount.com/BodyTopology Especially check out the Brian Tindall and Jonathan Williamson links... for example Tindall's http://www.hippydrome.com/LLeg.html