I started with Milkshape back then too! The site is still accessible (except for the forum). Is the project still active for the author? Perhaps one could ask if he would make the source code publicly available?
I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
Oglu, thank you for the reply. So please correct me if I am wrong, I hope I am understanding you correctly, so basically its ok to import a 200k mesh from Zbrush into Maya and use that to animate? I have been putting normal maps on it that I made from the 80m poly mesh and thats what is coming out jenky. The mesh for maya…
Yeah I've been searching for that too... I tried many things to get two material displayed but had no time to look further into it. Its possible tho since Derton made a screengrab of the doom male model perfectly displayed in his viewer, body and head. I think Vahl's spaceman also fully displayed too... That leads me to…
sorry for not getting back earlier, what i meant is that you introduce mechanical looking patterns be having always the same distances and sizes of things. but besides that, i feel like that you are polishing things too early and often, trying to get a clean result, cleanlines that seem to go on forever. which can be a…
Hey guys! Thanks for the input! @almighty_gir concerning the nasolabial fold I think it's really the lighting / material that is making it look weird in the second image because it's exactly the same model, no change was made between the two renders. I'm gonna take a look at the corner of the top lip tho, thanks! Yah I…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
It's better to embed the images directly into your post, than to use Attach File (which makes it difficult to scroll through the images). You can drag-and-drop images directly into the post editor, or you can use the Attach Image button (looks like a little landscape painting). It is natural for normal maps to show…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
Art is a perforamnce which is never the same twice. Just because the russion painter performed the perfamnce multiple times does not mean that every atom is in the same place nor does it mean that each peace does not have its own uniqu neuonsies. Remember you can not create a piece of art work without a design and you can…