For offline rendering its best to use a even quad mesh for simulation and wrap your modeld Geo onto the sim. Sim mesh and Modeling are two separat pipelines. Your modeling Geo should always be indepnded from your sim.
Wrapping up some work and am available for more! Please don't hesitate to get in touch either via my contact page or Skype: spencerpdx. Here's a new ZBrush/Unity3D character showing off some facial expression capabilities:
Still wrapping my head around this - but just wanted to ask: any chance of someone going further with these models and demonstrating some basic texturing workflow? Or rather - should I ask - is everyone retopo-ing models or can they be used straight as is?
Do you expect UK to kickout non-nationals in a couple years or whenever the negotiations wrap? Last I heard EU has something that allows UKers to stay and work on the continent if UK really leaves, maybe that was just a proposal and not official?
I had considered this but I wanted to achieve a twining effect that I am unsure of how to do in a tilling material. I guess if I created it on an angle it would give the appearance of wrapping around the object. Definitely something to look into, thanks.
Hey guys, cross post from my thread. Took a while, but wrapped this one up. Had to make some minor changes to the design, but really happy with the results. Give us your thumbs! Soul's Calamity by Vextrakt Concept by SLIMEface
Thanks guys, I appreciate the feedback! I ended up going with seven, and I think it's about time I wrap this dude up. Here's the final artstation page and some beauty renders. C&C Still welcome obviously!
I think you misunderstood my question. I'll explain in better detail. I want to learn how to make 8 bit textures like those in the Vg Remix contests. Not uv wrap high poly models and paint textures
nice start! cloth and especially stylized cloth can be pretty tough to sculpt. easiest approach for this stuff is just use life reference, I wrapped a towel around my wast to see how it falls, might be helpful to try. -Woog
Make sure upper and lower eyelids wrap around an eyeball. I would move the inside corner of the eye in a little bit. Also, check your eyelids placement from below and above, there should be a slight curve from those views.