A nice basic rule to follow for a generic white male face is to have yellow tones for the forehead as the skin is closer to the skull there, reddish pinkish tones around the cheeks and nose as there is a lot more blood under the skin due to more flesh and finally desaturated greenish/purple tones around the jaw and chin to…
In addition to the blotchiness comment earlier, I think it might be a good idea to make the shadowed areas of his face a little less grey/black, and more of a "darker skin tone", instead. A low saturation of a reddish brown or purple may do the trick. I think the grey/black that you have now is washing his face out and…
What happens if you auto create new UV's in UDK? Does it show the same problem or overlapping sections? Also, when I asked for import settings, I meant the ones in UDK. There should be option like "Strip degenerates faces" IIRC and stuff, which could change the outcome. Again, I think it's a case of there being a vertice…
love it man... absolutely think it is coming along super great! there's some minor adjustments and tweaks you may want to consider. the buttons are on the wrong side of the shirt... look at any button up shirt, they are on the right hand side (wearing, left hand facing). the face in general just needs some minor…
[ QUOTE ] Did you try customizing the edge color? [/ QUOTE ] Yeah, I tried it with VertexPaint [ QUOTE ] Do you have the viewport in a mode that shows edged faces (ie. wireframes overlaid on the shaded model)? Look in the help for "show edged faces" if you're not sure. [/ QUOTE ] Yes [ QUOTE ] Does this problem occur only…
. to respond to your first post .and i think it 's something nobody has yet offered .make sure when you export your obj from z .at any level .you check the merge uv option in the export tab .it will stop the export from seperating each face into it 's own uv shell ( provided they 're not overlapping .any overlapping faces…
To make smoothing groups easier to work with, I use polyboost's functionality. It has three buttons relating to SG's, 'hard', 'smooth' and 'auto' (or something similar, working from memory here). Shiftclicking those buttons only applies the effect to the selected faces, which means selecting a few faces and shift-clickiing…
Aesir: stop being a dick. Screen-brightness is sure to vary across the line, and yours is obviously far too dark. Palm: nice model, allthough right now you're losing a lot of the present detail because of the monotonous texture. Perhaps some lighter grays to break it up, and some things like a more spotty texture? The…
I just had a quick look at the files themselves and didn't try to bake anything, but the HP has plenty of non-manifolds and degenerate faces, probably courtesy of dynamesh and then carrying over through the decimation process (if not created there). Different software might resolve those differently.
Nice face and clothing! The eyes and skin details are looking really good and her overall shapes are cool. The device on her head does not look joined to her face very well and is in general a bit too blobby, especially along the edges where it meets the face. The design of the device is also a bit random, to me it doesn't…