thanks for the critique,Ill definitely change that. What do you think about the head? I took a front view from the cartoon as well as a side view and matched it up with that and now I am trying to make it realistic, but the more I do the more it looks less like him, so hitting the key points of the face and making sure it…
Your model is looking good overall but I would suggest a more stylized face than the semi-realistic you have at the moment. It doesn't look bad at all but together with that body it looks a bit like a girl in a suit if you know what I mean. The PO Jigsaw made is a step in the right direction but make it even more round so…
That will depends on what kind of character and style are you planning to make and for what usage You will need anatomy for high end photorealistic character maybe a little for semi realistic other then that you need basic representation of the forms -> boxes spheres cylinders stuff like that Why did you think most people…
Thnaks guys. @Aeseeberg04 Ultimate trim technique looks super cool. I will deffo try to utilize it for the purpose of my scene. I have a question though. Have you ever used it with the more photorealistic textures? I Morten mentioned that because of the stylized style of the "Sunset overdrive" it was not an issue. I will…
Usually I make a round cap, even if it's very small. To do that, if you have a single vertex, do a chamfer then you can use multicut or poke face to adjust how round or pointy the cap will be. Seems to make everything easier and better quality -- baking wise and when the camera is close it looks more realistic. I don't…
'should I treat them like a solid mesh that will never be unfolded, or the folding will be done in-game to ensure proper behavior during animation? ' Depends on what result you are trying to achieve. You want more realistic, less? Does your game have emphasis in dressmaking or something? Simulation is a hell of a heavy…
OK which viewport mode? Realistic responds differently from Standard (different shaders on the backend). I think you might be able to wire the Bitmap into a RGB Multiply node and animate that towards black. But alpha is a tricky beast, not much viewport shader support. If you really need it in the viewport, I'd consider…
unless you need a super realistic up close shot of this shoe, just put a basic grid of topo over it and bake down onto that. No need for separate laces. But don't guess at things. Make a quick retopo, unwrap, and do a test bake to make sure its going to work how you need. Better to figure out the kinks before you dump a…
thanks Neox. Usually I do not do that final quality of concepts, but the best way to show my skills is to make the image look polished. http://cghub.com/images/view/828205/ The customer asked me to create a realistic design. it took us few weeks discussing the sketches and other stuff. The model itself do not have UV,…
Yeah you can get all sorts of looks with World Machine not necessarily realistic. I't pretty versatile but in my experience geared a little toward realism! Another thing that I did in my recent scene was make grass with wind in Speed Tree and then blend the wind from Speed Tree with the SimpleGrassWind node. I'm not sure…