Hey Bram, looks like a fairly good start but you've a long ways to go. I wouldn't mirror the texture of the face, just make use of the unique texture space to make it asymmetrical. You could easily get away with mirroring the eyes, however. Eyes are never pure white and are surprisingly dark. be sure to add a slight shadow…
i think it's always been obvious that Kensei was still around in present day, and that he was one of the bad guys. that he was adam? not all that obvious. that he kills Mr. Nakamura makes a lot more sense now "i will make you suffer..." Sylar should continue to be bad... while i'm not too big a fan of him being a whiney…
Did you also do the short animation sequence of Bond? Oh and one point of improvement on the bond would be the ears, as they lack a lot of depth. Otherwise stellar work, just those wireframes kind of seem to fade out just when it becomes interesting. So maybe a still shot where you can see the face detail for example and…
I've come across a strange issue with elements on meshes..... I was playing around with my own face detach routine as you do :) It all works fine and as expected but it seems max has "pre-cached" the faces that make up each element for the purposes of speeding up subobject element selection so after the detach when you use…
Is it so hard to copy a PC post, edit it alongside blurred names or meme faces and then post that in the video? No one will care what anyone else will say about this, and I sure as hell wouldn't spend time looking if the posts are real or not, so just fake it, isn't that what the game industry is all about anyways? Faking…
Hello polycount, Its been a while sadly, But heres is my first attempt at a game spec vehicle. I have rigged it with full suspension animation capabilties and game spec polycount for a typical racing game on the market today. hope you enjoy..
It's getting there. Below are two images with notes on more specific things that catch my eye using Megan Fox as reference: Sorry about my bad handwriting! Here are some things you might want to consider: - I think the eyebrows can be lower to avoid the surprised look. - The forehead is too wide in front. The forehead is…
Kinda related and because I knew my name would come up in this thread, this is the only time Im going to say anything like this here: I read most of the stuff from the OP and I see those as personally way over the line, disgusting etc - I can't believe some of them, because they are so far over the line I couldnt fathom…
Added hairline and eyelashes. Had to readjust the whole hair mass quite a few times, because I kept putting the hairline too high. Then it occurred to me to just draw the line on the face with Grease Pencil so I could properly see where to put what. Current polycount: the hair is almost 40k out of 142. Before I make final…
Hi! For a University project I'm currently developing a visual style for the URP in Unity. Lot of fun :) At the base it's going to be a simple toon shading, but I want to incorporate a few more effects from PBR. This current iteration includes Toon Shading, minimal Normal Mapping, a bright and dark color overlay and fake…