@monster: My bad, I misunderstood the OP's question. For whatever reason I assumed he was talking about mismatched face orientations. And I didn't realize until just now that all a surface/face normal really is is just an averaged representation of that face's vertex normals, as opposed to being its own independent thing.…
Let's break this down: You have a big box with a smaller box cut into it, the big box is easy, those blue lines mark the seams already. You have a choice on the inset box: keep it as part of the large faces but have some stretching and a smaller space for the centers because you need room for the connecting faces as well.…
no the vertex data (booth UV vertex and geometry vertex) is stored as X,Y,Z positions. The face arrays booth UV and Geometry Face arrays point with index numbers to the corresponding verts. 0 for example means the 1st vertex in that array, 1 means the 2nd array because arrays usually start at the index 0. For every face…
Love this. Especially the expression, with one lower eyelid and the general asymmetry. I love the scar details on his noggin, but I'm wondering at the lack of stitching or metal-plates or fight scars on his face? It would be neat to include a few of those. Maybe a healed split lip? Love the material too! Also, would the…
Yo m8, that's a big improvement you've got from the first to the second bust. I've noticed you have a tendency to give your characters a jutting chin. Notice how the jaws on all of your characters, at least those we can see from the profile and clearly determine that, have a jutting chin )the jaw is pushed forward). That…
This may not be the best way to block out an environment. I'm using this temporary texture to help clarify what's happening. Although I am still very much in the conceptualizing stage, I do like the direction it's heading. Still to come: More mining equipment, More traversal paths, More tunneling, More cliff faces, More…
Mmmm. I had similar issues with the textures. In my case, it was the baking process in Blender. In fact the issue is present when the low poly model, that need to get the hi poly, have more than 1 material. You can try in addition, to check for doubles faces/vertex. Hope Its help you.
@lotet thanks mate ! :) Yea I agree about the fact that boldness makes her unique ^^ , I completly agree with you for the face and neck, I definitly need to make her even more feminine. By the way, if any one reads this, the project is recruiting some artist 2D and 3D, so if anyone is interested ;)
if she is a cyborg I would take advantage of the face area and maybe add some metal plating or something there to show a sign of being a cyborg. How are her arms suppose to bend. even though the model doesnt show how, maybe you can add some metal cylinder joints to fake that in the texture..
Theres something about the face that really looks mannish to me. In fact I've assumed its been a man throuhg your WIP shots. Only now that I've seen the hat and the bun of the hair do I realize its an old lady. I dunno how to fix it. Maybe some big eyelashes?