Man, these remind me of some Miyazaki magical kingdom. I'd like to think that A, B, and E have some really strong weight to them. You could push the daintiness of F even further and really stretch the rotundness of it into different areas. Great stuff so far :)
Nah, I never build basemeshes from within WrapIt. Select your Low and your Highpoly meshes (or mesh A and B in your case), enter the distance desired - this is probably the crucial part for you - and press autowrap or something. Your mesh will probably deform a little though :/
Just barely managed to finish in time and send it in on time, oh dear. Here is the last b&w layer: And the final piece! I wanted her to look rather ghostly with how pale and even mystical moonstones can look, so I'm fairly pleased with the result. :)
truely this makes me wonder if there is any point....i cant find any freelance or full time work (im a rookie) and i got nothing compaired to you... what are we supposed to do? i suppose its probably an idea to think up a plan B :(
Cleaned up the thread a bit, bullshit trolling and 4chan-esque behavior is not the way to make an argument. If you have an issue with a thread: A. Do not read it/post in it B. Contact a mod It is not your personal responsibility to shit all over it, no matter how silly you may think it is.
I baked out a normal map and AO map from a quick sculpt in Zbrush, used the AO map as a texture. I tend to start working in B&W since my colour perceptions are way off, and some quick AO bakes help me a lot.
That script looks pretty awesome, gonna have to give that a shot. I know about power nurbs, but I was really referring to Nurbs built in to the actual software, buying a 3rd party app, is not really an option at this point in time. But thanks for the script Perna, will have a look at that. -B
Well, you either go route A Or you go route B Seeing that you have a fairly realistic approach, I suppose you might wanna go for that second one. (Go big or go home amayright?) Either way, I'm looking forward to the dopeness.
In that case, I guess I'll have to use 2 sub-materials in the mesh. Which one would you say is the least performance-demanding? A.) One material is translucent, and the other is the exact same but is an opaque type with no vertex-painting. B.) Both materials are the same translucent material.
Maybe I am Cliffy B..... I placed Japhir's skull model inside the head and fixed a few of the areas in the back that were obscured by the hair in my reference pics. I guess I'm basically looking for ideas on modeling the overcoat mesh and texturing of any of the meshes.