Looking better. You're grabbing a lot more of the subtle forms and muscles that lie underneath the skin of the face. The eyelids still don't seem thick enough. There needs to be space made for the eyelashes. Slightly soften the rim of your lips. His eyes should not be that wide open when you're at rest. You still forgot…
Maybe try to work in some wooden support "Pillars" in the scene. A proper lighting setup will help this scene as well, make it look more interesting rather than the flat , boxy look you've got right now. Right now the only small props you have are the wine bottles. Make sure you create some other small props to place…
I'm not as familiar as I'd like to be with Maya, but I can tell you how I do it in Max as I'm fairly sure the tools are similar enough. Make a new object with the shape you want to have as a hole. Place it on the far side of the surface you want to cut. Turn on snapping to vertex (iirc you do this with the v key in Maya).…
@Outbreak107, It could be a number of things really. * Which version of xNormal are you using? Jogshy added a new tangent-basis calculator in xNormal 3.17.5, which is a better match for most engines (Marmoset matches it 98-99%) * The size of the baked map needs to be 2048wx1024h (or 1024x512 etc.), though the 1024x1024…
Here's a really convoluted method that may work. 1. Get and install the PSD Path Unwrapper script. 2. Select what you want in an orthographic viewport with backface culling enabled. 3. Select inverse, then delete the rest of the model, since you don't want backfaces? 4. Delete the interior edges, since you only want…
handle looks better. I'd suggest dropping the grip tape. That ref photo is the first time I've actually seen electric tape on a grip irl before. In reality, grip tape is mostly for handmade weapons that aren't as ergonomically designed and textured with grip detail. Your reference has a cool grip pattern so losing the tape…
The idea was to see how long it would take to render a megatexture and gives me the chance to go nuts with painting. Maybe the scene could be extended at a later date into a mini-town of sorts, that was an afterthought! Edit: yes 3.2 nearly 3.3 days and this baby got noisy on me. --- Rick_D, the truck is old news, has had…
I still work on PSX titles, my engine directly targets that system. It's an interesting console, with its own set of weird stuff to work around limitations of all sorts. You can still use most modern software to produce faithful PSX assets, assuming somebody can also provide converters for the task (kind of trivial, there…
Damn, you're right. I kept thinking that I'd seen your makeup ideations from before, but I must have forgot since I didn't see them in the thread. The current makeup version definitely looks better but it'd be great if you could still somehow pull just a little more focus up to the face. Have you tried making any type of…
Hey guys, I lurk on Polycount every now and then and it's inspiring to see the results of the Polycount community using Quixel Suite to texture their models and in-game assets. Below is a model of a Holesaw that I've been working on for about a month now (when I get a chance). Two weeks of that have been eaten up from…