Hello i have a question regarding my sculpt (or rather the workflow of it), this is my very first face sculpt but as you can see its not quite finished. I have been working on this for approx 200 hours now trying to figure out how to form the human face / head, However after working on it for so long its difficult to keep…
I tried to import my character in unreal engine 4.25 but some faces were missing or not showing. but the model looked perfectly fine in other software like maya, Substance painter and marmoset toolbag. I tried using 2 sided lighting but it didn't help. I need a solution for this very urgent, please help !!!!!
Hello, I'm ComradeJ. I've been modeling low-poly things for quite a while now, but I only recently ventured into high-poly models. I'm kind of stuck now with the face I was working on, it's eyes look especially odd. I was wondering if any of you would have any guidelines or tips that I could use. I'm sorry that I don't…
Hi all, got an other problem, i am making a lightmap for my model but some parts of the model are still black or colored, so they dont get the light from my pointlights. I've done already a few lightmaps for other models but I never had such a problem. PS: I took the edge itseld from Valve's original model, but reworked…
Hi, this model is for my school proj. i'm trying to do a stylized human based on this sketch. Poly: 422 Max poly with body & cloth: 6000 i've look on some tutorial on face modelling, but somehow i feel this model is not really correct. looking for C&C to improve mostly on the modelling side.
Does anyone know how to create a shortcut toggle for displaying selected with edged faces? The option is found in the viewport config screen but the maxscript listener doesn't show anything when I switch it on/off. I seem to use this option all the time so it would be really handy to bind it to a key/quad menu.
Hi, so I was sculpting a head, then retopped it, made UVs and now planning to bake, texture and render this one in real-time engine. At some point I've broken a face symmetry to look it more interesting and now I realized the central edgeloop on the nose is not straight anymore. Is it okay or a rigger wouldnt be happy to…
Better way to check in Maya for face normal direction is go to your perspective viewport, under lighting, turn off two sided lighting. Maya will only render which ever way your normals are pointing, and the back faces will be black. If they are black just go to normals>reverse normals.
So the main feedback I received at GDC was my facial anatomy needs work. So I'm going to continue to practice on them, while working on some more hardsurface work for my portfolio. Here is the first study it was just a quick sculpt trying to capture likeness. I didn't really want to waste a ton of time on the hair since…