@Jackablade: Yea, I agree with everything you said and fixed it. I have a bad sence of facial changes from different ages. I have been trying to make it look more like a 9 year old child, so I removed some defining shadows and added some highlights in other places. @Manic: I'm kinda going for a relaxed idle look . And in…
If the polycount is that much of a concern, I'll elaborate on a few things. The front and back points of the feet have way to much geometry for such a small detail. You probably have a total of 80 polygons or more total surrounding each vertex where all the edges connect. Most of those can be removed and simplified. Along…
hey man. i would remove the overlay texture entirely. i find that when you're making a material, it helps to study the material for just a little while, until you understand a few little key components that make that material look like that material. then, paint that shit. makes it clear. it's temping to put a texture…
This may be a slight side note BUT can achieve the same results in PS this is how i do it ( i do it here to keep the PS files totally usable, ie no external tomfooolery) duplicate the overlay layer put both these layers in a group, go into one layers effects menu turn off the BLUE channel and change the filter type to…
None of them are defining form except for the red ones, and I that was simply me judging it to be excessive poly use. He could keep those in, removing the green and blue ones only, and still save 400 triangles EASILY. The blue edge on the bottom provides such a slight silhouette change as to be almost unnoticeable.…
If you're using Max, you'll also want to click the "Remove Zero Weights" also found in Advanced Parameters before exporting. Since its not uncommon for a vert to have extra bones with 0 weighting. Such as you find a vert set to two bones with .5/.5 then weight that vert 1.0/0.0. That 0.0 stays as part of the weighting data…
Hi polycount! I've been struggling lately with baking something that's somewhat cylindrical. It has to be pretty low poly but I'm baking from a high with nice smooth curves. I keep hearing that this may be a good place to "bake to a mid poly" but I'm not sure I understand what that means. My interpretation was to have a…
Like passerby said try a bit more geometry to limit distortion, it will always be there to some extent, and actually changes depending on which way a quad is triangulated, but it will be less noticeable with some more geometry As for subdividing and then removing with preserve UVs on, I'm not sure what that would…
Thanks so much for the encouragement! I guess I'm racing against myself and my high expectations of myself. Maybe my expectations exceed my ability at this point but I still want to aim high, you know? Its like I can tell when things don't look right but I'm not sure how to fix them, yet. But I am learning as I go. Just a…
Wow thanks for the response guys, I have a question I've been mulling over since playing around with some tillable textures and such using PBR... How much control do we actually have over the Albedo; I know its recommended to use a similar median luminance value to that of the Quixel scans but obviously all wood isn't the…