nice work man! a few things that urk me a bit at a glance, you have nice detail throughout, chainmail is nice :) and id hate to have any part of it fall behind. ok crit1 the neck lacks naturalistic form and anatomy take another look at it before you bake, easy fix. second the thumbs on the gloves appear to be over rotated…
The Following Screenshots are from the Resident Evil 2 Remake Model viewer. On the left is the base Claire (Military) model and on the right is my Jill model after replacing the appropriate files. I'll be the first to admit that Jill's default face leaves something to be desired in these model viewer poses, BUT she looks…
There's a few things you'll probably want to do to prevent the warping in the bake I'm seeing here. 1) You'll want to make hard edges/smoothing groups for each uv island. I use 3ds max and have a script that does that automatically. 2) You'll want to make a cage for your mesh that encapsulates the entirety of the high…
EDIT : You can get ShapeShifter right here. Hey guys :) For the past months I've been working around 30 minutes to two hours on a project that involves automatic generation of game assets.This thread will be used to have some feedbacks and update the project at the same time :) Keep in mind that i rarely work on this…
Here's a hint to make things that toggle into really simple code: toggleCmd -flag (1-`toggleCmd -q -flag`); So in your case: selectPref -useDepth (1-`selectPref -q -useDepth`); To make it callable from the command line, you need to make it a global procedure and load it. Making it a procedure is simple: global proc…
Hi so iv been in a certain workflow for a while where i will take the human body base mesh from Mudbox and use that as a jumping off point to sculpt a character from it, and then move into Maya for retopo, i'm wondering if that an okay thing to do in the industry? or should i create my own base mesh before creating my…
There are a lot of ways to approach this, and it kind of depends on how you like to work, but it looks like you either have too much geometry in the head or not enough in the body. Of course, you will want more definition in the face, but if you subdivided this mesh a few times the face would get super dense while the body…
Nice points bothValN84 and Ryan Hawkins From my experience of using SD so far in studio for around 6 months now I have to say it has almost... not completly but almost replaced all my older workflows from photoshop. Photoshop has become a cleanup tool to make sure my initial maps are of the right quality like seams, or…
This has nothing to do with synched tangents right now, that's another issue for another time with smoothing groups. There is something wrong here, you can very clearly see the dents and other 'little holes' going out instead of in, the entire part of the axe in the font is curved inside because of this, something if…
Keep in mind that every model is different. The time it takes to model a medieval, painterly chair for games is very different than it takes to make a futuristic chair for movies. It depends. Also keep in mind that artists always want to improve their work, so nothing is ever perfect. You will always find something that…