Apologies for two posts in a row... I was wondering if anyone had any advice for UVing the hair here! I heard the rule that all hard edges should be uv seams...however the hair here is stylized and has a lot of bevels so I'm worried that there'll be too many pieces...should i just soften some of the edges or just ignore…
also: do spill the beans on your technique someday theres some ever-so-slightly wibbly lines in there which imply a lot of hand-sculpting but its a pain in the tits to do those shapes by hand to that degree, isn't it? its probably one of those, 'that looks like hard work whats the secret' questions, where the answer is…
There's a lot I think should be changed in this scene. First, if the pink leaves are walling into the water some of them should also be on the rock. The tree itself doesn't look properly rooted into the rock face, like it's just sitting on top instead of dug in. The grass (?) coming off the top of the rock walls don't look…
I'm new to PBR, wanting to explore that so am considering scrapping hand painting for photo real. Am I missing something with this way of thinking? Anyone know if I can still make this hand painted look work with PBR? edit : Funny. Just as I was writing that I was listening to the GameDev podcast special about PBR and they…
Weapons in gaming are a tricky thing to get right. A constant companion, we grow attached to our instruments of combat, and rightfully so. However, no matter how fantastic the design or how big the BOOM is, its the details which truly define a weapons character and bring it to life. The way the light catches every nick…
What you want to do is eat what is meant for the system not try to figure out what is causing the issue. (sadly you will find 90% of "food" to be not so great, i suppose people base the "judgements" on what is "worth it" against its taste of satisfaction level.) For me having learned about eating by experience has been…
This is awesome! How do you like hand painting in mudbox? So far during my attempts have felt odd as the painting seems very hard for low res geometry as oppose to higher. It feels very surface based instead of texture based when hand painting. Projection system works great though! I really can't wait to see more!
I'm actually a little suprised that you have such a low poly budget on the model. True, the original ut2k4 characters aren't way up there, but with the newer rigs people are running the engine can handle a lot more being thrown at it. Other than that lil comment, I must say that is one sweet lookin' techno-valkerie!…
So i'm working with a model that was rigged in max, and i'm animating in maya. Unfortunately the system used to rig the model makes all my joints invisible in the viewport and i'm in need of a few ik handles. Is there any way i can add an IK without having to click the physical joint in the viewport?
So. This is interesting, I've got a shirt unwrapped and well... Its not straight. I could do a project from view to make the UVs straight and flat towards the camera, but then polygons under or not facing the camera are goign to have huge distortions. So when you need to do straight lines on more organic models, how do you…