Oh my god, I actually love you so much! You've solved this for me. I'm an idiot and should have tried this. But even in the wireframe view in Unity I can see the Unity algorithm has triangulated it differently to the Painter export. Thank you so much!
awesome work dude. I like the hand painted textures, look clean and simple but very good. How did you do with the terrain/base mesh? can you post a wireframe render? how did you do to blend the texture for grass and road on the terrain? congrats..
superb! Really like the way you've rendered them with the depth of field. Do you mind me asking how long it took you to do? There's so much work there I cant comprehend the amount of work it needs :) PS: Would you be able to post any wireframes?
Been a bit busy with a new job (that can pay some bills :+1: So this is going a bit slower just because I still have to do the UI wireframing and such before I can start on more stuff. (and really want to make sure the UI makes sense)
Really quick update; stole some time at work to keep smoothing everything (slowly but deadly, i ll get this guy ready) Also decided to not actually make that hole in the Lowpoly and jsut bake it this way, since the cylinder (not smoothed yet so grey wireframe) will always be in that position :)
I´ve continued the work.... realtime with wireframe, and mental ray rendered again. Many strange areas which have to be overworked, exhaust are like in real on the left side only now. Currently I´m working on the details. Turbosmooth will be collapsed afterwards, followed by optimizing my mesh.
here's the final bake for the model, it's at 4k polys the low poly wireframe and the high poly model I'm unsure as to whether its better to have the textures on two 2k texture maps or one 4k texture map, they are on two 2k at the moment. Any thoughts or feedback on this would be helpful!
And I've always thought that Cinema 4D snap to grid was bad. Have you tried to snap it to a Plane subdivided to the size you need? I think it's possible to set a mesh to be not selectable but visible in wireframe mode, so that you can use it as a guide and enable Edge or Vertex snap.
It looks good so far, I'm assuming the cape is a work in progress. Hands look a little off in the side view, but that may be the lighting. It'd be good to post some wireframe shots, concept art, etc so people can give you some more detailed crits.
Hello guys, It's been a long time and I haven't had the time to post any updates on this character. Anyway, I have found some time to texture her up. Here's are the turnarounds and beauty shot. Hope you guys like it. Will post wireframes and grey renders soon