Here is my very simple process of making shoe laces. I'm sure there is an easier way but this method has worked for me well in the past. Here are the steps: 1. Decimate Shoe in Zbrush for faster machine speed and export to Topogun 2. I import the decimated shoe into Topogun and rough out basic faces for each group of…
I've always been interested in putting my own concepts and ideas into games, and recently I've been importing characters into Mario Kart Wii by rigging a model over and existing characters bones. I prefer to do the less common/underused characters as I feel it's more original and unique. There are a lot of characters I…
So I've finally figured out what to do with the body and head, and changed her into my "elf" Arizia. Adding all the scarring on the face and body was such a fun thing to do, despite the fact I literally ruined her face now. (Note, I'm not following the sketch of the face fully. I couldn't be bothered with the accurate…
Ahh, you know, I think I've just put my finger on what it is about the head that's making it look scaled really oddly! In your original version, the "plate" bit on the top of his skull (that the dreadlocks come out of) is the right size, but the face and jaw area is too big. My version looked less like the original…
The reason I mentioned that quote was to illustrate the differences between how Ubisoft approached the situation and how EA approached a similar situation. Ubisofts creative director immediately highlights bad-faith people and that there is no possibility of real dialog with them. He doesn't list these bad faith people…
It's awesome to see you plugging away at your work knowing you need to learn... Love the fact that you've come to grips with that, it's very rare. That being said, you've certainly come along way and taking heed to crits in this thread is helping! One thing I wanted to mention in addition to everything said, is step back…
Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
I'm seeing a lot of faceting (hard edges along the polygons) on your models, especially across the sphinx head and rock face. Unless this is an intended part of the style, which it doesn't appear to be, then I would say you need to reimport your assets with the appropriate smoothing groups applied. Adding to what gsokol…
Paul can correct me if I'm wrong, but I think he's referring to editing the normals of the lowpoly mesh. There are some scripts that allow you to select a face (or a group of faces), and then set the vertex normals to match the face normals. You need bevels along the primary planar faces, which you can sort of "push" the…
Lower your face subdivisons. We're not going to care about your face painting and details until we can figure out if you're proportionally there to begin with. I want to see faceting, that's how low we want. I've attached the first big issue I see. Hopefully this reiterates that it'll be much easier and useful to pop to a…