I think most of the people that get upset are PC gamers that feel like they are getting a crappier version of what the game could of been, if it wasn't for consoles. But their wants and expectations are a very simplified versions of reality, visual downgrades are a much more complicated issue, it's much easier to polish a…
@Bartalon, cool method...Thanks! It does seem a bit wonky how vertices snap away from the mesh, but I guess I just have to get used to the workflow. @claydough Thanks for posting that method. I'm sure I must be doing something wrong, but are you sure that'd work in curve surfaces? It's fine and all when you can move the…
I'm on the fence. It's a little too wide to bring in more 21:9's on the sides, and not quiiite tall enough, but still comfortable. If it was physically larger and IPS I think it would be perfect. I have a decent-ish 4:3 on the left, but I find that I'm rarely using it or even turn it on. But I don't like craning my neck…
Hey thanks for getting back, I've searched a lot and found this tutorial on the texturingxyz website https://texturing.xyz/pages/marlon-r-nunez-gandhi-the-making-of The artist used a seam running vertically across the face to avoid stretching when using displacement. Placing the seams in the usual areas still gives me a…
I think I already figured out a big part of my initial question: - The size of the eyeball is actually smaller then I imagined (varying only slightly from 24mm diameter on adults) - The lateral dimensions of the eyeball is pretty much framed by the outer corners of the superficial eye (lacrimal caruncle to lateral…
The new update looks great. The background helps a lot. One thing that stands out since you did a close-up of the shed are the textures you used. The bricks and the air vent don't really make sense to me. I'd stick with wood where the bricks are and either leave the vent area open or put a plank or two in vertically. The…
ok here is my baked low poly. I used ndo to add the seams, tire treads etc saved me a whole lot of time doing it that way. The heatsink/fin/things that stick out of the side were done using alpha planes, vertical ones for the sides and a horizontal one for the edges I'm still working on making them look less jagged.…
Motion capture data is usually points moving in space. You usually target these to facial "bones" which represent the facial muscles. Joints = bones. So, you are not using blendshapes. Instead you are weighting the facial vertices to bones, then driving the bones with the motion capture data. Depending on the setup, you…
I'm using a material instance of an existing material, I believe it is one of the CH_Ironguard ones or one of the base human materials. I did find out that I was having some rigging issues around the seams, but I fixed those and it's still badly lit. I'm awful at rigging, I don't think I'm doing it properly. Manually…
I have no idea if this could work but it popped in my head. Have a plane (or other mesh) and snap/link/bone/whatever the fishes to some vertices on that mesh. Use a noise animation on the plane, and make a bobbing like animation. If this works, it should be quite nifty because you could change the animation for all fishes…