So I been making characters. But each character I made, it seems they from the same videogame, same character, same face and same body, I just make different costumes to equip on them. When I actually should be making different characters. So the face/head is top priority right now. To create uniqueness to each face.…
How can I improve the topology especially around the nose. It's getting a bit messy and more complicated to manage the geometry. There are some poles created which is a bad sign and the smoothing doesn't look good either at a certain point. The level of polygon density around the nose is about satisfactory for what I want…
this is not logical,- you need at least 1 face in order to have at least an edge. With edges and faces as a base you can do that with a snap. With just the verts (very odd modeling style) it would require a special maxscript that would sort the verts in space and create face ID`s based on their locations. with 1 edge…
staceanator, check your mesh's normals. UDK (and pretty much all engines really) only renders the side of the face with the normal facing outwards, it won't render the backside of the face.
Michangelo's face looks like he ran into a wall, because his face looks completely flat. Try rounding it out a bit more, especially the top half of the face.
The face texture set of my character get's dark when I rotate the view. I already restarted Substance Painter. Here a short screen recording showing it: https://imgur.com/a/hwcP9rz