i think you have a pretty good blockout, however the forms are quite lumpy but do not worry it's very common for starting zbrush users! what i would suggest for the face is to start geometric and planar then smooth out the hard edges after. the same would apply to the clothing as well, balance the hard edges vs soft edges.…
almost had a bike of mine stolen when I lived in venice, ca. I had it chained up outside my window and caught some dumbass who managed to cut through the plastic sleeve of the chain... but was having hard time with the woven metal. Saw me and ran. Noticed he dropped his pair of basic scissors... also when I had my jeep…
Nice mech design! I feel like you`re overall forms (not edges) are recieving light as if they are soft and pillowy. I am assuming this is due to the smoothing groups on the low having too much influence, over the normal map, and you end up with those doughy forms. Back in my day *put on old man pants* we would have to…
Like ZacD said it is better to duplicate the mesh and reverse the normals performance-wise. If you need it for things that are transparent such as hairs you could always use a Cutout Soft Edge Unlit material, they show on both sides. If you really need to get a 2 sided shader, there are some around on forums around the net…
ya maya wont let you use soft selection with the "vertex normal edit tool" which makes my method a pain, but i noticed that vertex normals can be views and edited from the "Component Editor", which leads me to belive this data can be changed via mel script. so i think a really intuitive way to edit them for this purpose…
Yeah I did follow this tutorial to render my latest character but for some reason I'm having more trouble with this one. I talked to guedin actually yersterday and he give me some advice, will see how it goes :) The hair diffuse is not too sharp,not too soft at the moment. I think it looks good, the problem is the way if…
@ d2king10 Yes, the way I create hair cards is pretty straight forward. Retop the new hair cards in Topogun Import geo into maya, extrude the faces crease the edges, view in smooth mode (hit the 3 key) position the geo where I want it then hit the 1 key then smooth once then delete the unwanted faces created by the…
alright so here is my litte dump from this project then :) got a little sidetracked during the days. Everything is pretty straight forward just modelled things like they should be, round shapes being round etc. I used a soft edge trick to get a more pleasant smoothing on edges, its just the normal edge with 2 control edges…
Initially I also thought that "Soft Edges" would do the same, but after closer inspection it does not hold up. The script also helps with different angles of bevels, not only 90° angles. With Maya's soft edges functionality, there is still a gradient, even though it's not as hard as a regular "Average Normals" invocation…
Edited (a lot): This is odd. The first time I tried, I was able to fix it by reversing normals ... Normals -> Reverse ... click the option box and go Edit -> Reset Settings just in case you've changed them. This is good to try when a tool isn't working like you think it should - or you just don't know what the settings…