Adding "moar geo" on low poly is another solution often cited. But yeah you can always predict this behavior if you understand how the rays are cast. check the linked sticky. The idea with the breaking of the center bit as suggested is so that the cage ONLY pushes out in the X&Y since the only adjoining faces are the ones…
Also, there is something very important about using non-square tiling textures. When you first do your UV projections, Maya / Max will do its best to project the face with a 1:1 ratio of the face to its UVs.... meaning a square face on a cube = square UV shell. With textures that have a 2:1 or 4:1 or 1:2 1:4 ratio (like…
I found a way to fix the sorting issue and still have DepthFade! :D Principle of this Setup* Use Triplanar Projection Mapping (World Aligned Texture) to eliminate all UV seams and UV distortions. * There are two materials: One translucent, the other opaque (black). * Use vertex-painting to tell the mesh which part of the…
From what I see, like blankslate said, it appears to be an issue with the normals prior to exporting into the engine. In Maya, if you select your object and go to Display > Polygons > Face normals you will see green lines indicating the direction of the normals for those faces. The normals should be pointing directly up,…
slap my ass and call me charlie now that's impressive for 512! Love the face, though I think the expression could be better for the sake of presentation. The yellow thing is really amazing. Is there a chance we could see some textures and hopefully hear how did you go about defining this material since it looks way cooler…
I'm sure I'm not the first guy to do something like this... Since the mirror tool likes to flip faces when it mirrors, and that is hidden (if backface culling is turned off) until you reset xform, export, or render and by then its too late... I wrote this to flip the faces when you mirror. Nothing worse then thinking your…
Ok here's the update. I've been working a lot on this in these days, hope you like it . I reworked the topology of the face and torso. I beefed up the face a little and added some distinctive features, the thing on his brow is a dragon scale, this is the major one, but I plan to add others with textures. He may look a…
Ok, so here is the first content post I'll throw up here. I'm currently working on a new character model. It's a simple idea. A young woman, whom I'm considering a college/university student. Seeing as it's winter here in up in good 'ol Canada she's going to be in some winter wear. So here is the beginnings of design in…
in general, i would say his face is a little too caved in in places. also, i find that it's much easier to make a mouth that's closed than one that's open. get some good reference and really get it perfect. i think in general, your shapes aren't separated enough. the nose blends into the face, and there's very little…
https://www.youtube.com/watch?v=X7i8tsdNN2I Key Features: * Automatic Surface Alignment: Greeble parts automatically align to each face’s normal—no manual rotation required. * Instant Parenting: Each newly scattered part is parented to its target mesh, so moving or transforming the original object keeps all the detailing…