Here's the root of the problem as far as I can tell. Here's your geometry, simplified to 2d, in black. Your highpoly is in navy blue. The view vector, V, in green represents the direction that the camera is looking. R1 is the reflection vector that you get from the cube if it's not normal mapped and has hard edges there.…
Well, there's a difference between personal style and just plain wrong, Johny... The fact that the texturing is pretty realistic and everything else seems to point towards realism, odd proportions that aren't *quite* right show up as more obvious errors. I agree with StrangeFate here, the face does look too wide in the…
That's pretty cool, I like the design and exaggeration. Answers to some of your questions, maybe: * Lowpoly in Maya? I tend to do a "base mesh" first if I'm sculpting something. That way you don't get locked down into final topology, or spend ages modelling something that you then throw away or rework heavily once…
you can also try to decimate it to a higher polycount. but all the artifacts you have in your high, you will have in your low how are you exporting? obj? fbx? i usually use obj and no problem with even the densest stuff - my bakefiles usually are like 6GB thanks to the highpoly meshes
Usually this happens because the viewport can't "see" the edge or verts, usually from being embedded too far in the highpoly. I'm not sure if hiding the highpoly layer works, I never think to try it. In this case, I'd just pop out of the tool, bridge the two border edges and go back into QD.
You still need to go back and check the proportions of the face. The eyes are still off proportionally... They should mostly be located in the middle of the face... Ears usually corresponds to the length of the nose. Bottom of nose is usually halfway from the eyes to the chin.... you need to go back to get these…
I usually define it as followed: Texture: A single image file acting as a variable in a material. Such as an Albedo texture, which contains the colour variables. Material: A collection of texture passes which together make up a completed material. In a PBR system, usually a Material would require an Albedo, Normal,…
Beowulf- Yea I usually draw with the whole of my arm when I work in pencils, I need to translate that into my digital work. Also good point about the face ratios, I usually draw the forehead too tall, been trying to eliminate that for the past 2 weeks. thanks for the comments.
As I have it now, everything has about the same texture resolution. It would make sense to to upscale the textures closer to the camera for a 1st person scenario, but what about a "hybrid" situation, where it could be used in either 1st or 3rd person? Should it stay even, or have a "less dramatic" upscale? Thanks.
eh you guys get too much sleep, I usually go to sleep around 1 or 2AM and get up at 6:30AM (to go to work) if not awakened by the demonic alarm (and depending on the quantity of whiskey consumed the night before) I'll usually sleep till 9 or 10AM though. James Ball