I gave it a go, you were right that it was a bit sharp in the cutoff. I was originally fine with that, but after fiddling around with it, I think I prefer your version. Also adjusted the eyebrows a bit, gave them a few more light brushstrokes to break up the shapes
I build AAA quality gameplay and cinematic characters optimized directly for Unreal Engine 5. I deliver production-ready characters with clean manual topology, optimized textures, and flawless engine integration. MY CHARACTER PIPELINE: Base Mesh : Character Creator 5 For Quick Base Mesh Sculpting & Clothing: Detailing…
Thanks for the c&c guys! Zspheres arent impossible to use, they just take some getting used to. I find that previewing by pressing A, and then sculpting on the preview whilst Im still busy working with the zspheres helps. Piotr you can find the material here (second post, attachment) Yeah notmans right, he feeds through…
Hi, everyone!! This project has come to an end. This week I’ve been working on the final renders. I’ve been rendering in Marmoset and using those renders for the breakdowns and the turntable. I’ve also been rendering in Unreal and placing the models in a natural environment to provide more context and storytelling. I hope…
1. UE4 uses 1's 5's 10's 50's 100's, they moved away from powers of 2 for some reason, UE3 was 2, 4, 8, 16, 32, 64, etc. 3. Multiple materials means multiple draw calls, you really want to keep that number down.