My main advice would be to A) Work on a far lower sub division layer until such a time that you find you cant add anymore detail, then, only then up the sub div layer and so on and so forth. Working in a very high SD layer right off the bat will almost always lead to that squishy look. B) study facial anatomy, particularly…
Looks good man, normals are working nicely. A few crits; Firstly, bricks are not that smooth. Even new bricks would have some surface texture and little chips in. You've got the geometry bake nice so I'd run a noisier version or a brick phototexture through CrazyBump or similar and blend it with the baked normals. Only…
Is this a main character? Will the face be the focus for a cinematic in the future? Is it a unique face? Does the face animate? A yes to any one of these would bias toward having a separate face and body page. However it can still be one mesh. Is this a generic NPC? Most likely a distant enemy or have distant interactions…
Having seen the previews, I was a little let down by the fact that the game characters' faces aren't as expressive as the real actors'. But then, I don't think I would have noticed, if the game cinematics didn't imitate exact scenes from a movie I've seen multiple times. /jzero
Hello, I'm new here, thought this was an incredible community to join as it is primarily focused in games as opposed to million poly renders. I have a little problem, (probably a very basic one) but I can't seem to get my head around it. Software Used: (Just in case) 3DS Max 2010 Adobe Photoshop CS4 Unity Engine I am using…
Haha glad to see my names still on the list. Don't think I'll be joining the festivities since I no longer work at Raven. Guess they forgot that this was going on as I wasn't the only person on the list.
Aha. You're onto it. It most certainly is a smoothing group problem. I just removed all smoothing from my wheel, left it faceted, and the glitch disappeared. However then it also generated a nasty normal map with fake "seams" along where the edges are in the facets. I'll have to find a happy medium ... will post screenies…
I would use a normal map to fake the smoothness of a corner. I did a brick a while ago, it turned out ok. Just remember to give each face it's own smoothing group and for each smoothing group make it a separate UV island and you should be good.
Hi Artstream, Is that on the build from earlier this week? If so email me the files at: alecmoody@gmail.com. Based on the colors in the normal map it looks like channel inversion- have you tried hitting those mesh elements with a reset xform to see if they are in fact facing the wrong way after mirroring?