It's very rare for Western games to feature teenagers that are depicted the same way the Japanese do. Especially as it makes them targets of flagging by Publishers. The only game I can think of in recent memory is Skullgirls. Although there's only one teenager and the studio as a whole is influenced by Japan so that's…
@Alismuffin It's kind-of a mixed bag now. A lot of newly submitted items will be getting around 50-50. As for a 'target' for percentage (over 50% positive I guess..?), but I'm not really sure if there is one. However, I now believe that getting a lot of traffic to the item/set page is most important (Even if people don't…
Don't worry about the delays. This incredibly awesome and my thanks and admiration go out to any and all who worked on this. Can't wait to get in my grubby little hands on it. I'll echo what's been said, you don't owe us any timetables, target dates, anything, just keep being awesome.
So this is the sculpt minus a few accessories I made. I am a little uncertain as to how to correctly skin a few things to the model with regards to re-targeting to different skeletons in UE4 so I am leaving them out we get past a proto-typing 'checkpoint' we have in roughly two weeks.
Toggle local symmetry, and maybe set/clear pivot. I can't remember then name of the menu they're under off the top of my head, but it's where the symmetry settings are. As you probably guessed :P Seen this? http://eat3d.com/free/zbrush_stone Sculpting damage with morph targets. Could also use noisemaker on various layers.
Well thats it then, its going to be brilliant! :D I think whoever said that Pixar intentionally targeted MMO players with this time and setting, is stretching it a bit there... ;) It's just a grungier fairytale, from what I've seen so far. I wish it was still called 'The Bear and the Bow' :( Waiting for a proper trailer to…
awesome collection! is it possible to get something like this uv match but for actual vertices? Snapping it to the closest vertex. Also either selecting the ones that don't find something within the distance so you can project them onto the surface of the target object or doing the snap onto the surface within the tool…
If you're targeting a game engine then you'll want to use that 32px of padding for a 4k map. The figures posted by Gazu are a good reference. Find a balance - you will sacrifice valuable texture space by using too much padding, but if you don't use enough then the in-engine mipmapping can cause nasty color bleeding on your…
If you just want separate masks, render them together along with a Material ID pass, which will have unique colors per object, so you can easily key out certain parts. Render that material ID pass at 2x your target resolution with no AA so you can get clean keys.
A good way to keep solid edges is to store a morph target while they are un-detailed. If you end up destroying the edges, just use the morph brush on the correct sub-d level to restore them. As for critique, I dont have any to offer at this point, it looks like you've got a solid start. Keep at it.