Thanks for the replies guys... ChaosEidolon Just so you know when it comes to Morphing objects...simply mirroring the object won't work...cuz the program sees each vertice as a single unit there for mirror will just cause the image to flip...inside out... Snowfly ...thanks...i'll check it out...incase i don't find it can…
create a couple poses. one for the eye open all the way, one for a horizontal slit, one for a vertical slit and lastly one with the eye closed. read up on exporting poses for hl2 models. then use face poser which is available through the sdk option in steam. if you need help go to http://collective.valve-erc.com sure bones…
Well, you can put the walls into a single sheet if you want, but it'd be ok to have each tiling texture as its own thing (so like 512x512 tiling concrete floor, 512x512 tiling metal wall, 256x256 tiling metal trim). There's nothing stopping you putting the tiling stuff into a larger sheet if you don't mind losing the…
Much better, in concepts akuma always have a thin but strong vertical line on his jaw, where you got a fat weak line. what Cybroxide said about the eyebrows is right. Also some times Akuma has pointy ears and sometimes he has round ears, but not as pointy as yours I believe. personally I like the round ears variant more I…
It looks like you know how to use the basic modeling tools, but it's obvious you really need to study more anatomy. - At 4000 polys you seem to be wasting a lot of them on sides and center of the body and head that don't really change the shape. You really need to move the vertices around individualy. - Just looking at…
Yep, but you have to test it for all the cases and assets you gonna need. There is a Fallout 4 (i guess) dev sheet stressing that all gemogetry should stay inside the grid. This means you have to really split your stuff into horizontal and vertical quads of various sizes. You might end up with a 2x2 grid section for a…
Much better dude, loving the new mouth. All you have to do now is widen it so that the corners are roughly in line with where the pupils should be and you are golden. If needs be you could scale up the mouth vertically a little too if the mouth looks too thin once you widen it. You have made some solid progress here and…
Thanks for the reply! Yep, I was going to push clusters of cliff rock meshes into the vertical bits of the crags. But for that I still need to sculpt them into the terrain so I'd have where to stick the meshes of rocks in, e.g. Or do you think that making a variation of static meshes of the whole crag shape (so that would…
that's my workflow also. One could also use the Cut Faces tool to create the vertices for post-extrude merging, but the Insert Edge Loop tool is usually going to better since its less likely to create ngons. Re: Rayvhen: Off Topic: yea, had the same experience. new too. Seems that images have to be hosted from another…
rotate your model and base 90 degrees or rotate your camera 90 degrees so your model is essentially laying across your screen horizontally. press ctrl + spacebar and then take your screen shots? Then rotate them back to vertical in photoshop and clean them up/add presentation material (name, tri count whatever) should be…