Thanks mate :) Here is a screenshot that might help you maybe : Baked in Xnormals for NormalMap/Opacity/Diffuse/AO You can find a full tutorial here : http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ You are very welcome ! :) @ AgelosAp I'm also posting the changes I just made based on…
http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ The way alpha cards are placed there is how I did mine. Use proxy meshes if you need to create separate groups of volumes; don't just rely on your character's head for the base.
completly agree with Spark there. And I don't think that making it a 1 vs 1 match will destroy the team feeling. No one is arguing against good criticism, paint overs, suggestions... but 2 people working on the same entry... doesn't seem fair. Unfortunatly good concept artist are rare on these mainly 3D forums ,there are…
Theres no muscle structure here, the face is only identifiable because it has eyes and a mouth. The mouth is way too long and shapeless, it should look more like a stretched out heart but you mouth just looks like flat lines. Not to mention the edges of the mouth end in points, this is no good for modeling. The side view…
@musashidan Haha so i suppose you didn’t opened the new 18th December issue yet ^^ Because we have an article page 91 if I remember well. You cannot miss it they used the Hydra Concept Art. Also so we did a specific Lazercut tutorial only for them (A video). Available on file silo, to owners of issue 127.…
ok have been scanning all the games companies websites i can think of. Not much luck so far. Just the one already posted and another from splash damage so far. http://www.splashdamage.com/envarttest http://www.splashdamage.com/3darttest Stimpack- yeah i know what your talking about. Definately would have to be another test…
One of the modelers here has tried cloth sims and zbrush, but prefers modeling the creases by hand, for better control. I agree, and I think the results speak for themselves. Here's one of his models, shaded: http://www.3dartisan.net/~kuman/wip/opera%20final%20geo.jpg Wireframe of the hands/sleeves:…
if you could post a pic of his leg not deformed so we could look at the edge loops, thatd be awesome. i first had this problem when i started to weigh/skin. I fixed it by making better loops and adding bones where there arent really bones. like a butt bone. I have a range of motion of a character i just did if you want to…