I have an old thread that relates to this, but I never really went back to update my findings. Short answer is that per-face material assignments in maya are fucked and have been for a long time, there's lots of operations that can sneak in and cause the issue. Short solution is to use this script instead of separate, you…
Made a quick and dirty tut to show you how I would do it. This is just an example. If you want it it to wrap more times then add more cuts. If you want a different angle then move the vertices on the right lower and you will have the result you wanted. In the same way you can add the normal map no problem. I f you do not…
Some more progress on the pirate ladies face. ready to blockout the body and look a bit deeper into the concept. And here's the start for my final major project! The deadline is the 15th of August. I will redesign the character Vivienne from Dragon Age: Inquisition to a style referenced from Dishonored 2. My goal isn't to…
hmmm I thought I already answered this....not too complicated but I do understand that having some1 actually show you is usually a million times easier than it being told to you. Basically all I do is unwrap 1 piece like you did already and then select 'select by element' so that you instantly grab all the faces of any…
Very damn cool Erik! You have the cheekbones nailed. I agree with some earlier comments about your Pacino face feeling too long, but Im not sure I would go as far as Idanes paintover there. It feels a very long way from this: Heres how I tend to nail a likeness: Get yourself 3 types of reference that serve different…
Forearm shape is wrong. The position you have it modeled in would indicate that the palms sould be facing forwards not down. The forearm should have a twist in it with the position the hands are in. Look at your own arm and you will see what I mean. I always make a point of modeling the lowpoly with said twist, it helps…
just thought of something - maybe some of the definition, since I don't want the model to be bulky (almost everyone who models characters make models muscular and super tight clothing with muscles visible at all times.... not everything in this world has a lot of muscles... I'm a prime example hah!) is that when I do the…
You caught me. I was lying to see if you are really determined or not :) Look, there is no stopping you. If you find a tutorial and it is not as concise as you like you'll just become good at skimming and watching at 2x speed. Or you'll drop it and find another. Get back with us in three months and show what sort of…
Thank you. Some code here is a "placeholder", like moving elements. I need to move them to few different places and use "default" shift in this example just to have overall "weight" of calculations as close to what it will be in the end. Collecting elements in groups instead of moving each individually every iteration…
Ok so I'm just going to start by saying that I do not have a good understanding of lighting or displaying my work in UDK. I have modelled and UV'ed the major assets of my scene (I use maya), and created a very quick and dirty light map for the asset you see here which is the first one I am addressing the major lighting…