https://drive.google.com/file/d/127FzMskJjBRH6Ga5QvHzmkFNVHRK-PfJ/view?usp=sharing I'll get the data types and file information for you shortly. :) Interesting, I thought it may have been defining something similar, I thought it was possibly defining edges though, lol! is there any more information on Tri-stripping and…
Sounds like an interesting project! I would really try and decide and define a style that you want to aim close to before you do too much more work on the actual mesh. If you do not define an actual style, you might find yourself going back in forth in the middle of production, which is something you really should try and…
Antialiasing is probably sampling the zbuffer, thus you are seeing more artifacts. Are you using a Camera to render, or just using a Perspective/ortho view? With a camera you can define near and far clip planes, which will give you higher resolution for the zbuffer. You can also define clipping near/far in the viewport but…
the eyes do appear bulgy and the texture around them is dark. the hair lacks the defined shapes visible in the high poly mesh. the shape of her heels are poorly defined in the low poly. the face is a bit shiny, and I think perhaps the texture colors and the lighting are blending to create unflattering hues. otherwise it…
if you don't mind i'll post some counter points and you can maybe tell me how i could get the most out of maya? cheers - Transfer Attributes never had a need to use anything like this in max, how useful is it in day to day environment modeling? - global soft selection definately simpler to do in maya, but not sure where i…
You obviously didnt unwrap correctly your objects. For such static environnement objects, you could totally go with a decimated object. But either method can be used (or a mix) and can produce a correct result. Attempt 1 is better than the 2 btw.But imo it should be 1 continous object. Use geometry to define the…
Its a good start to your character and its major forms! I notice with the smaller details on the larger forms; with the armor and even the weapon/shield, that nothing is to defined. the details don't lend to tell a story, or just define one material from another. the helmet looks "leather" like the braces/belt, and the axe…
Regarding Advanced Metanless and Frostbite: "Relectance Defines the Fresnel refectance value at normal incidence (f0) into an artist-friendly range for dielectric materials (i.e. MetalMask < 1). The lower part of this attribute defines a micro-specular occlusion term used for both dielectric and metal materials." So their…
Well the whitish grey that makes the main body of the box is supposed to be steel. Theres 10 different materials I'm defining and some of them are coated over with paint. I was hoping that when I add in spec, gloss, and refelection that will fix any material definition issues. This is just diffuse and AO.. maybe its still…
all tf2 characters have hanging shoulders, while yours has pushed up shoulders (due to the clothing but yet it breaks sillouete. also i'd go with more defined face attributes (in the medic original version it has pretty exageratted jaw bones and defining lines around and above the mouth. - try finding attributes in the…