Hi, to all ! working with next part of my plan: wrist . That is the most difficult ,in my opinion, cuz you have to balance with design and predetermined functionalyty. So I started with some Zrush definition of main parts: from this point went to Maya to bring detalization to next lvl: but , suddenly, bringing all together…
she lookin cute, can you soften up on the shadows/details on the neck? making her look unecessarily old atm, also im not sure about the skin tone on the face, thers a grey ish tone jus below the cheek bone that throws it off. it could jus be me but it looks like dirt or sumtin, specially where the lighting is, that side of…
Hey Lev216, You should get rid of all your surface details and break down the object based on its planes. Decide where your light source is, and then adjust your values depending on which way your faces are facing. For example, if all of the planes that are facing towards the sky have a brighter value than the side ones,…
First of all deleting edges doesn't delete the actual face/geometry, so what happens is it leaves a big Ngon on the back, you can test this by switching to face mode and moving the mouse around you will see the Ngon in pre selection. So if you want to get rid of that geometry, select faces instead of edges to delete. As…
another thing I just found out because my rims are also having this issue I can select my rims and go normals > set to face, and nothing will happen, but if I export them normally (normals left on) and import it back into maya then go normals > set to face, it will actually turn the faces black to match the results I would…
IME experience baking normals in maya can be very fussy. Your surface may be planar, but if it has edges, maya will average together the normals-directions from your planar face and the face it is connected to, creating non-uniform projections that can be unpredictable and also super-annoying. When I have issues like this…
Thanks for the replies! :) @St.Sabath Environment artist huh? Seems exactly what I'm looking for. I'll send you a PM. @glottis8 Thanks for the intrest. I'm going to stick with one person for now. But a classmate of mine is following the same course. Maybe he is still looking for someone to interview. About putting the…
just give the meshes no back-face and make your equivalent indoor pieces to the same dimensions so it all fits together nice. What would giving them no back face do? I like the idea of modular walls with BSP floor all inside a proc building or modular outside. Building the inside would be simple. Would it be good to start…
Pretty much what's been said, you definitely want more segments on cylindrical objects facing the player. With first person weapons now you really shouldn't see obvious segments on rounded objects that face the player. There's a hard edge running along the top of the stock that could benefit from a bevel as it's pretty…
Awesome quality as always guys. I'm in the Per camp on the face though Paul. I've simply seen you do far more convincing faces, and there's something about this that just looks awkward to me. It's a little too generic and naive to feel super realistic, and it's not particularly stylized in any way either. I guess in a…