I'm working on an environment piece for my portfolio and have set my texel density to 5.12/cm for the project. There's 20 x 60 bricks in a 2k texture to get the correct brick size at 5.12/cm. Perhaps this is okay as the texture will have less repetition, but also limits the possible fidelity (resolution) in each brick (and…
I was under the impression that Zbrush always worked with regular polygons since its polymesh models have always reported data on its points (vertices) and polys. The models are constructed the same way (except for the fact that it doesn't support n-gons, something it had in common with Blender for a while), and they…
@rollin Nope, wrap deformer works this way, the principle of RBF is more complicated and implies the use of some really big matrices. You can also check the blog of the author of last video above. http://www.polygon.me/2017/12/rbf-based-bind-conversion.html http://www.polygon.me/2018/08/rbf-character-conversion.html and…
Hey, nice! Always good to see more 2d artists in here. Some crits of your work: Everything you have here or in your portfolio so far is made out of incredibly simple geometric shapes. Cubes, spheres. Think more about the contours of your surfaces! Your compositions are the same way. EVERYTHING is centered! Vertically if…
The messed up edges in the picture you linked are when you have two different smoothing groups that aren't on seperate UV islands. The one way I know to fix that if you want to use those smoothing groups is to just break them apart on the UV. Most people seem to prefer using as few smoothing groups as possible however…
If they are actually welded, you've got some serious problems or a very old version of max. If they are just sharing the same W space and the boarders aren't showing up, it's not a big deal. Have you tried adjusting their W coordinates? It allows you to push the pieces forward and back. U = Horizontal V = Vertical W =…
Looking good so far, I like the concept. There are 3 main reasons to avoid triangles(or ngons) while modeling. 1. Procedural subdivision works better and is more predictable. 2. during deformation(from a rig) quads that have good flow will deform better. 3. Working with quads makes sub-d modeling much easier. With a model…
I did some more work on the diffuse for the hub walls/platforms. I've been trying to figure out what to do with that upper portion of the middle wall since I didnt want to do the same vents. I decided to go with text that displays what level the player is currently on since I had it in my mind it might be beneficial since…
Some thoughts, which might not be in line with what you were trying to do in translating the 2D concept, but it might clear up any tunnel vision regardless: -I'd just go full eyeliner. It's less about making a character more seductive and more so of covering up the uncanny valley. -You probably don't have to accent the…
Thanks guys, helps me not lose track of time. I've booked a few days off work near the deadline as a precautionary measure too. I've done another concept explaining the other end of the room (throne down the stairs). I've also not included any skulls in this design (as of yet). I just don't want to overdo the skulls like…