The first thing that jumps out at me when looking at this is that it doesn't seem like there's underlying structure in this guy's face. The general landmarks are there -- eyes, nose, mouth, etc. -- but there's no indication of bones and general structure below the surface to hold them in place. Everything seems to flow…
That's called "idealogy" Oxynary. The simple fact is that the more prevalent a person is, the more job possibilities are opened up. Someone can be genuinely open and congenial without being fake or making friendships sheerly for their own self promotion. I'm too lazy to stay friends with anyone I don't actually enjoy…
Hello again everyone, Back in July, I started a thread about handling active discouragement from friends and family: http://www.polycount.com/forum/showthread.php?t=137362 I read some wonderful advice and have kept looking back at that thread consistently throughout my job search. Its been a wonderful source of inspiration…
I have retopoed the body, baked the base textures and started to texture her. I still got some stuff left on the face, but I will tomorrow start on her hair as that and retopoing and baking the book are the large parts left to do! Then it is to texture her body and the book which will be great fun! The body is on 2…
Compare how normals are pointing in attached image. From top to bottom: - with smoothing - no smoothing - weird smoothing In the weird one most of the normals are point straight up, that's why it fools you in thinking that it's one flat geometry. The faces that doesn't look flat have their vertex normals pointing in the…
Vig: Smoothing normals don't carry along groups of faces AFAIK, only along neighboring faces/verts. If you remove a smoothing group from a face on a sphere, for example, only the neighboring faces are affected. Normals are either 'smooth' or 'broken', there is nothing in between that is automatic (though normals can of…
That's because you don't have to overlay everything that is similar. Let's go back to that box for a sec, look at it in 3/4 view, which faces are going to be seen together? Quite possibly the top and 2 side faces that are connecting to it. -If you UV map those as separate islands, then you can overlay the opposite faces on…
This is shaping up nicely, it's got some cool details! I have to say though, I'm not a fan of the more "realistic" face, I don't really think it suits this kind of character, I much prefer her face in this version: http://i110.photobucket.com/albums/n117/AimBiZ/leolith_32.jpg The face in the bottom right there is great,…
I am making a gun and Maya 2015 mesh cleanup tool said I have no issues on my half model. Then I mirrored and all hell broke loose. Now 348 faces it says have more than 4 sides despite the fact that they don't because when I select each one at a time and convert selection to edges my HUD says theres only 4. Tried exporting…
I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…