You might want to hide the ears and hairs for now, as you tackle her face first. You got an ok topology there, so just tweak em around to get the right form. Here's an example from HazardousArts
That looks awesome. It's built really smartly and the composition is fantastic. I really like the water shader, it's one of the best I have seen in UDK. This is very inspirational and an example of good environment. I vote for adding this to the banner rotation :)
Can we update or re-submit final submissions? Say, for example, I submit illustrations in the finals thread a week before the due date but later on want to re-post an art "update" a day before deadline. Okay?
I'd be interested in the detailed version without the nose. I'm assuming it's the outfits that would be decked-out and not the faces? if there's an example or two showing a decked-out version it might help to see how the detail is then distributed and make a better decision.
Yeah; I'd also like to know how this topic progresses! @renderhjs If you can embed flash sliders in 3dsmax now, could you make interfaces based on flash for controlling modifiers in 3dsmax. For example thumbnails for morphtargets?
The thing is, your concern is ill founded. Halo is an example of bungie (a typecast realtime strategy developer) diversifying. Nobody really remembered them for Mac games until halo came out, it was myth that made them a modern success.
Hair technique depends on the hair style. For example, you could sculpt the base shape in Zbrush/Mudbox/3DCoat/whatever, then add hair planes for a softer silhouette. We put some techniques on the wiki: http://wiki.polycount.com/HairTechnique
I wanted to ask if say for example,I import a number of similar chairs I duplicated and exported to udk as against importing one static mesh and duplicating them around a level in the engine.Does it affect or cripple performance or is that wrong?
LERP = Linear interpolate. In UDK material editor it has three inputs: the alpha source, A and B. Then it interpolates the output between A and B based on the alpha. You can use different things as the alpha source, vertex colour for example.
Huge props to Adam and the polycount team! The professionalism and dedication here is very appreciated and is something the other forums could take example on. Gratz everyone, have a nice weekend! (finally we can all recover some sleep)