Looks like the face normals are flipped on the black shaded parts of the mesh. Select the black faces and select Flip under the Edit Polygons rollout, then try welding the verts again.
I like the concept! yea for the face, i can't really say anything yet... i mean, there's always this little face poly flow thing that seems to be really helpful.
Was a pretty good turnout, good to see some familiar faces and new faces. @oXYnary: if you waited like 10 more minutes the whole PC crew assembled in the back
I like the concept so far. You should add a bit more of a insect appearance to the face though. Right now it reminds me of a scooby-doo monster (in the face).
damn that face destroys it for me, totally love the proportions and style of the overall pice but the face i looking pretty normal and even for a normal head it has very boring shapes
Hello, this one is my first work of render in real time, I would like that you were giving to me advices to improve my work. LOWPOLY 270 faces HIGHPOLY 468 faces SOFTWARE: Maya, Photoshop, CrazyBump, Mesh. thanks!!
I'm new to to game dev and creating game assets. Just wanna ask.. if all the faces in UV map is cut (1 face = 1 shell), will it affect the performance? Just wondering since if that does not affect anything then I guess I won't be meticulously sew everything.
thanks for your advices, I did a quick paint over in photoshop with the fluidity tool trying to raise up a bit the eyes and modifing the shape of the nose + lower lip and chin before jumping back to sculpting the head. There is also some picture of the kind of face I like : from Ilya Kuvshinov :…
12,000 tri's is a lot. It looks like you are at what 4-5 thousand currently? I would say that there are a lot of proportional issues currently. The eyes appear too big. The bridge of the nose too narrow. and the overall cranial mass is extremely small. If you took away the hair and made that area skull, it still would be…