@Swizzle: Tried implementing the pin-up aesthetics. Rounded cheeks, thinned out and defined the nose a bit more like your paintover. Regarding apple-rounded cheeks, is that a shape ide aonly, or a color as well? Real-lfe example, is it something like this? I'm going to remark that I still don't think I'm going about…
Glad you figured it out haha. First you'll have to convert and export your fibermesh as geometry. Once that's done, you'll be able to bake it in maya or xnormal for example.
If you want to push this, you might want to work on your material definition. Let's take your hair for example, they are way too "glossy". The helmet doesn't read as glass either for instance. :thumbup:
Ok, someone correct me if I am wrong, but if I understand this correctly about Substance Designer: Substance Designer does mostly procedural / node-based texture generations similar to what dDo does, but operates through a Node-based GUI to do so. So instead of a bunch of layers and PSDs like dDo, you're dealing with it…
probably too late for you to fix now, but one thing that immediately stuck out to me was the face. a lot of features look just a bit off, and that really detracts from the rest of the model since the face is a major focal point. one example is the muscles around the eye, theyre just a bit too small - this area is generally…
While it is clean for sculpting (even quads), it could be improved a lot if it's gonna be use for animation. It's a little hard to see since it's at an higher subdivision, but I still can see a lot of stars that are either too close (which would cause problem when the face would deform), or that you could get rid of…
Hey JadeEyePanda! Glad to see you decided to learn topology. It can be a pain at the begining, but you'll get the hang of it sooner than you think! I think BagelHero gave you some pretty good advices already. Regarding your density issue, I'd sum it up like this.... When you do a retopology, you have to keep 2 things in…
Yep no that nose topology isn't okay. You need to keep the topology more or less even. Some good examples for stylised females (even though they're for animation, they actually dont have too much more in terms of polys than you have here). I'm sure there's better examples even, but I just can't remember for the life of me…