I think the main problem with the sona ahri draven one is its really confusing. I can barely tell where sona ends and ahri begins. Not to mention I can't tell at all what they are doing. It just leaves me overall very confused. Also I think Ahri's face is having the same problems as Leona's. On a positive note, the gnar…
Looks to me like you have hard edge normals where they should be soft. A more correct configuration of your low poly normals is to have everything softened with the exception of your UV shell borders. You'll need to re-bake after adjusting your edge softness in order to see proper results. You may also want to make sure…
In that thread you linked Jeremie states that you need to bake a world space normal map out and blur that, then derive your curvature from that blurred world space normal map. The blurring simulates a soft high poly edge. If you don't do that you don't get that soft edge and you get a standard bake, which is what you got.…
Wuh? Don't you mean "the benefit of working with edges rather than faces"? Assigning groups to faces is an oddly backwards workflow, IMHO. The script I'd recommend is Pier Jansson's Soft/Hard edge script - it basically mimics Maya's behaviour and is much faster than doing smoothing groups the "default max" way:…
[ QUOTE ] Would one side have smaller, less visible shafts or none at all? [/ QUOTE ] This all depends on your lighting. Where is it coming from? How strong is it? If the moon is going to be your main source of lighting, then only have the shafts from one side. If its a really cloudy day and the light is being diffused…
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I think i looks a bit awkward with the rain if nothing is wet :P The wierd shading you have is bad smooting groups/Hard soft edges. Go back and see if you missed a soft edge on o there.. I think you should do a rubble static mesh that you can place here and there around the scene. Or something small like a pill of shit,…
Regardless of anatomical difference, human heads are all have skeletal structure beneath and you need to portray that. there are always the hardness of bones vs the softness of skin on any head. Your sculpt looks quite similar to Patrick so maybe this will give a better idea. See the hardness of cheek bone under the eye.…
did you check normal direction? I always leave in the viewport options - Lighting - uncheck Two Sided Lighting, black faces now are the opposite of the face normal. I was going to say Unlock normals as well, but seems like you tried it. Polygon Menu - Normals - Unlock Normals. Another useful thing to keep on is Display -…
alex-stown Hey mate, yeah no problem, I simply make a spiral of polys(I used helix spline). Then used soft selection to give it some randomness. To make it conform to the handle I use an old script called Warpit. Finaly simply extrude and use soft selection again to move the overlapping parts. If you do this in multiple…