Ok I suggest to ignore hands and all the other views and focus on side view till you get something proportionally correct Little check list for you -check how forms sit on of top of each other and their orientation [I have drown plumb line so you can see how head relate to the ground and everything in between , to find…
Third Quake 3 PPM this year, Goho. Loosely based on two HR Giger images. The Goho Doji he made for Teito Monogatari and the Harvester from the Dune project. 684 polys but 112 are double sided via shader so 796 is the true total. I was within the poly budget so I didn't have to strip any away. Could cut at least 100 without…
As a modeler, I'm only really on the lookout for stuff by Tim Bergholz and/or Tor Frick so although you've an interest in a disparate field, all the same you'll likely need to be fluent with various subsets shared across the board. For instance a Middleware package (game engine) plus principle DCC app also knowing how to…
I Lieeeeed! SInce I Don't know how long it will take before my rig will be done. I decided to do some final ''T-posed'' shots. Just wanted to have some final shots made before the end of the year. The beautyshots are still coming, they will, one day, I'm notorious (in my head) for often doing those much later (#jinx…
mhh maybe try this: Turn on xview in max and check for flipped uv shells. This could be the issue u get in udk to me it looks like that. EDIT: i should read more carefully u said there arnt any sry! One of the best ways to do it imo is to bake in xnormal cuz its just a fancy tool ! xD joke aside.. when baking in xnormal…
Hi @ksarvas ! A couple small details I noticed were: 1. If the car is as dirty as it is, an equally muddy or more natural environment may have matched the car even further - a head nod to where it gained its new muddy coat perhaps? 2. The tires are super muddy and have clearly seen some life! Maybe a couple of stones stuck…
Thanks. Ok so I've read all of the threads on the importance of putting smoothing splits where you want hard edges and putting hard edges on their own UV island with edge padding, and adding edge loops around problem areas and I believe I understand that, but I am still having problems No matter what I do, smooth/ hard…
You are not alone. Lots of people have difficulty with wrapping their heads around uvs. Headus has a great unwrap app: https://www.uvlayout.com/ Go there and watch the first vids. What uvlayout does is let you cut your model up into manageable bits. You can actually pull parts of your model away from each other to get a…
Nice stuff! Following up on what slipsius said, I think the re-adjustment time on the 6 legged creature is particularly bit to fast. Perhaps more of a pause when the head is down, and a more intentional look back to idle would make the timing a bit more natural. On the Katana swords-woman, I think the walk cycle has a bit…
There is nothing like "font size" in VR except something you would compare to real printed text. You have to think in a way like holding a page of a newspaper in front of you. Can you read the text on it? No? Then you need to scale up the font. It's font height in relation to distance to the viewer. One thing you have to…