I meant where you have a difficult binormal situation, like the poles of a sphere. Another problem spot, where you have a seam that in geometry space shares the same line of vertices, but in UV space the two edges are perpendicular to one another. Looks like your solution is coming along well. Lighting is an improvement,…
awesome man I was hoping you'd finish this character some day. Progress is looking great so far... couple crits... The ass looks a bit too long vertically, maybe try pushing the bottom of the cheeks up a little to give them a nice round look. I also agree that the breasts look rigid and hard. keep on rollin, bilbo
Thanks for critique guys. Responding to Brian Panda Choi in-depth review, the design is done based on a design but have changed as per learning. The design itself is not realistIc and as you have mentioned, has some errors. Thanks for that, I shall make the changes mate. Regarding the way I model, would you guys suggest…
looks good so far. It looks like there is a hole in her hand. Maybe just open faces or unwelded vertices? Also, the shoulder pads could be more interesting. Something seems off about them to me. Maybe, the lower shoulder pad should be bigger and come down more to cover more of her arm. What is the device on her arm?
I got my Logitech G500 in the mail last week and it is DA BAWS. The combination free scroll and clicky scrolling is priceless. The drivers for it are great as well. The mouse can now have up to 5 switchable DPI settings, and you can now adjust vertical and horizontal DPI settings for games. The additional thumb rest space…
Great stuff for so little time! Again would be cool to see it sped up a little, and something I noticed was a lack of any cover on the ground - if the character can jump/move vertically, it'd be cool to have a few pieces of cover now and again, if you can work it in somehow where it doesn't look too out of place with the…
thanks for the useful gif poop. CheapAlert, actually most of the knees and elbows in Half Life were built like the middle one in poop's gif. Except the middle vertices(which are nearest to the axis of rotation of the limb) were welded together making the joint look like an X. And of course the sections were 4 or so…
With cylindrical mapping, it'll choose one edge of the projection cylinder as the vertical seam. You should be able to rotate the projection to align that edge with the seams you want it to have. However, you'll probably have better results with pelt mapping as you can then select the exact seams you want. And then hammer…
the hose was completely painless. it was initially just a curve and a nurbs circle, and i had maya extrude it along the path and checked the 'convert to polygons' box.. or whatever it's called, something along those lines. that makes it go along the curves nicely and has a perfectly straight little uv all set up... then…
I'm using it to recreate a mouse cursor, so I mapped the X and Y positions of a textured plane to my mouse's horizontal and vertical, then I just mocap another sequence whenever I want to move the cursor somewhere. Also using it to mimic orbitting the camera manually. Looks great. Though yeah for the hand-held look nothing…