It's disheartening to see how long ago I started this, and to see the large gaps in my progress. I'm still finishing this though. I've been keeping track of how long I've actually spent on it and it's really not been that long. After starting back on it last month I've had a few technical issues, monitors straight up…
If you have mirrored the UV's, which it looks like you did, one side of that object is always going to be inverted, causing the relax operation not to function correctly. Start by completely laying the UVs out flat with nothing overlapped and then stitch both sides together where it meets at the top, and then running…
Nice work so far. Im going to ramble on about the antic (start) a bit. I think your timing is almost there, but theres a few fundamental things that will really help it from the start. First off, Id suggest keeping those wings in close until the "a-ha"/ apex pose and then really spreading them out nice and flush. This will…
Right now it looks like you started in with details too soon. You need to rough in and define all shapes first, doing as much as you can at each sub-division level before moving on to the onext. Otherwise it starts to look blobby and undefined. For instance, it is way too soon to be worrying about the nipples and the belly…
Yeah its no easy way of saying this but slosh is right. Scrap what you have done now and start anew. But first aim at creating a base female mesh then start tweaking the anime proportions. Looking at your latest update you're missing that hourglass shape to the torso and nice angle of the shoulders to name a few spots.…
Mini Weekend Update. Started to make the little scene. Starting to come together a a bit more every day. Had a bit of time this weekend to keep working (very small update but gives a better idea of the scale I'm looking to create). I added a floor and some props to the scene. I'm really starting to get excited for this…
Cool, JK2 & 3 where two of the games I modded most during my school years. What was the name of the mod and what's the UDK project called? link us lol! I'd totally enjoy seeing it :) First thing I thought when I saw the U4 tech demo was "gonna make me sum proper lightsabers" haha. Man I loved modding those games, the…
Yes, they start with a heightmap, or at least in the past they have, I'm not certain about FO4. But yeah that outline in the OP would pretty much be the starting workflow minus the Zbrush part. Their editor breaks the heightmap down into smaller quad cells and level artists sculpt and repaint the land as needed. This data…
In a vanilla walk, the root moves from start to end in a linear movement. So that means that you should do that too. You set key 1 at the start key 2 at the end and set the tangents of the root's translation to linear, like this (sorry for the crappy gif): So this will give you a good feeling if something is off. You…
Don't worry about messing up the smooth feel; go back a few subdivs and start there. Make it look kinda pixel-y, that's okay. If you go back, work until it starts looking pixelated, THEN subdivide, it smooths it out. If you start at a high subdiv, it will be muddy and blobby. Additionally; shift is mapped as the smooth…