Excited to get a start on this! PyrZern -- The jaw is looking really narrow at the moment (referring to your first post). The second base head is looking a lot better. Haha it is funny how the base mesh situation works out. But think of how much that likely helps you now with retopoing and everything. All worth it in the…
LOD Bias: All textures in unreal are streamed in. The way they are streamed in is by loading the smallest mip map level first and going up the mip maps until the textures fill up memory. What LOD bias does is limit where the loading process stops. So a value of zero means it stops at the largest version of the image. A…
! That is strange. It works fine at work... :( Guess it is something with my setup at home? ugh! Yeah haha! I don't know why but before I uploaded the code it was global. People always seem to get onto me for using globals so out of paranoia I switched it to local. BaseSwitchSOL is meant to remember the subobject level of…
Yeah, sorry for being somewhat unclear there. I did mean 'like a grid', as Sage says. Everything you did before you sculpted would have been fine for a highpoly, but sculpting on a mesh like that is always problematic. Less so now than it used to be, but still. The advantage to sculpting is also that you can just subdivide…
aight i warn you guys it's really not the kinda stuff you'd wanna be looking at at work (depends on where you work i guess :\ ): *edit* it's not linkin to the right thing anymore, try google'ing "haru urara hentai" if you into that sortof thing :P */edit* soft_hands: all in teh name of art, of course :P frump: cool point…
I think watching this video may help give you some insight and inspiration on ways you can approach this model. Part 1: http://vimeo.com/5820395 Part 2: http://vimeo.com/5821890 It's a video of Slipgatecentral texturing a character bust. When I watched it all of those missing pieces clicked together and I tried a…
For reference, the Guilty Gear Xrd GDC presentation is this: https://www.youtube.com/watch?v=yhGjCzxJV3E They mention a few things in there, maybe this helps: - They preferred to use vertex attributes (colours and normals) instead of textures to store information because it was easier to edit (instant feedback) and these…
Sure. Edit: The tool seems to remesh fine on my Surface while properly preserving the polygroups, so the problem doesn't seem to be in the model. My only guess at this point in time is that you might have Tool:Export: Grp turned off (I think zbrush does some exporting when it goes through the process, unless that was just…
EQ apply Edit Normals to see which way the normals are facing, on a simple box, they are 90 degrees. If you push a box cage, they are still 90. So how does it get off? I think we both understand the rays are being cast skewed, but not really why. Or maybe you do and I'm just not getting what you're saying? The problem he's…