Yea I think it only checks to see if the face is pointing toward the view and doesn't take into account faces that are behind others but still facing the view. A true raytrace script shouldn't be too hard to write and would replace so much tedium when doing that kind of operation... yet here we sit billions into almost 20…
Great to see that you are adding stuff quickly... B) As for the scale it would be for the blend since as an example some of your pieces when used end up bigger than the face selected but in some case if you want to have a small blend on a larger face that could be nice...and to enforce a relative scale on some details like…
unless you're using maya...which probably half the studios do. our rig is rather simple. we animate mostly straight on the bones and just throw on IK when we need it using default tools. this is mostly to accomodate mocap. we do have a full custom rig, but it's rather complex and tends to slow most of us down. about the…
Vig makes alot of great points about the face. Also remember, that Sanguinius is supposed to be beautiful, in a manly sense, but his features should be those of a smiling angel. I would definately reference the anatomical perfection of the face according to the golden ratio, to achieve "perfection" in the features. Also,…
Frumps paintover is good. Id definately make those changes, definately shorten the distance between the upper lip and the nose. And this is just personal preference but I would also try to shape the eyelids a little more like so: At the moment they are too rounded and 'blank emotionless robot stare' rather than relaxed…
Roaring response so far :D . That's alright, I know the generic female has been before. But for me, it's all new and I'm learning as I go. Here's what I've done so far, I've been focusing on getting her face working properly for a rig. So I've been paying attention to topology. I'd really like to push this as far as I can…
@ZippZopp: All these super subtle changes are making me second guess myself the moment I start them, haha. "Is one tiny stroke enough?" "Does it look better or worse?" haha I THINK I'm doing what you're suggesting. -I agree about the eyelids, they looked a little too clean and like they wouldn't have had enough skin to…
Hey man. While I appreciate the tips, these are things I have been doing for quite some time. The technique or quality of the bake is not the issue, the topolgy for such a complex surface is. Surface normals, as well as where the triangles are cut, do affect normal bakes. If they are too close together or stretched too far…
I concur with MedthodJ. Heads normally get their own set of maps, due to the amount of focus the face will get in any given game with a first person view point. The best way forward, performance wise is with a single material. If you have eg. 4 separate diffuse/normal maps, then this will make most programmers cry, as it…
@Goldo_O Thank you! I hope i can finish it too! So i have done some quick sketches. I hope people can make out whats going on with my scribbles! As you can see from my reference pretty slim build with some muscle details but nothing over the top. I want to keep the sassy personality of Katarina but still have a dishonest…