Update. Finaly i complete a high poly model. Retopology time. For retopology i prefer 3ds max with his freeform tools. As i said earlier, my character will consist of 4 parts: head, torso, hands and legs. Limit for my low poly model -- 25k-26k tris So, i started from the head. Wireframe and normal map. For baking i use…
no need to learn anatomy, just buy a 3d scan like this one: http://www.turbosquid.com/3d-models/3d-accurate-scan-girls-head-model/599584 and auto retopo... on a serious note, this might be of help: http://www.anatomyforsculptors.com/?menu=9&sub=27#body go to the head section, and check the secrets tab. also this book is…
It shouldn't be true at all that the head has more detail than the body in the texture-map. Did you just use an automatic unwrap and leave it at that? It's entirely possible to scale the different pieces on your uv-map, and make it so the head has just as much detail as the body. or did you mean that the head is more…
[ QUOTE ] Bone's are faster to setup and pose. [/ QUOTE ] In my pipline this isnt the case, considering that I am using the same vertex count and mesh topology for head for every head. Because of this I only had to set the blendshapes up one time and they are translated to every head in the game in one shot. If I were…
Just saw this video over at Kotaku and thought it was too cool not to share... check it out: http://www.youtube.com/watch?v=l2lP1rht7sA looks badass some more info about it: http://www.gamespot.com/xbox360/action/kanelynchdeadmen/news.html?sid=6156372
http://www.nydailynews.com/entertainment/tv/2009/06/23/2009-06-23_tonight_show_personality_ed_mcmahon_dies_at_86.html I felt sorry for him in these last few years. Health problems combined with a wife that ran him into bankruptcy. I know it was partially his fault, but still hated to see so much pile up on a man at once.…
Well known for his art in Witchblade, Fathom and Superman. Always crappy seeing such a young and great artist kick the bucket, but I guess he's been battling cancer for years. RIP dude, you'll be missed.
Hey, Looking awesome, I like how this is coming along! I have a couple suggestions though, if you don't mind, I did a paintover of the head: I think this guy could look really interesting if you pushed some colour gradients into the texture, and gave the harder scales (like the top of the head) more contrast with the…
Hey all, Another update here on this. Bon, the Anatomy of this guy i have based most of on human anatomy through various studies, however you and a couple of others are right about the arms. So they are now longer and a bit more beefed up to match the overall scale of the rest of the character. The head i wasnt too sure of…