A little more explanation on what Zbrush is doing: Zbrush doesn't render 3d models the same way a program like Maya does. This is because zbrush isn't a full 3d environment that has cameras or lights physically positioned around the model to work with. It's just a model floating above a static 2d painting canvas. When you…
Honestly, the reason the count in the face is so high is because I was nervous about taking out edgeloops to lower it. It's pretty easy to fake detail in clothes with normals, but some of the detail and geometry in the face isn't as easily faked, or at least in my experience. Yes, this is a game prototype we are creating…
Thank you, I'm gonna try moving the UV islands away from being so tight to the edges as suggested. As for hard edges, the object (in Blender) is all shaded smooth before export as .fbx (I should have clarified this) I'm wondering if the bake is projecting the normals of the inner part as if facing outwards, even though the…
Hi guys, I'm delving into the world of FACS based rigging for a face. The various models (neutral and blendshapes) are derived from scanned heads. Here in this video (1m.34s) https://goo.gl/PQXogi I give a brief breakdown of my process from scan to corrective blendshapes. Right now I'm a little lost on how to tie all of…
I am actually really disappointed with the Worgen. I was waiting for this badass race for Alliance (was hoping for them for Burning Crusade) and now they do look like furries. Their facial features are more lion-ish than wolf-like. I understand that the old models / textures of the worgen needed to be updated for this…
I used face-weighted normals recently for a public sample asset. Might be informative for you: https://github.com/KhronosGroup/glTF-Sample-Assets/blob/451f96783f5a4b32895616f2f5f98e12d877be9f/Models/SunglassesKhronos/README.body.md#modeling-with-face-weighted-normals Left to right in the image above: * Simple geometry with…
Someone that went through that course posted a video of the rig that they built for it, there's a lot of joints indeed (only raw joints shown, controls are hidden): But even with this "mostly joints" type of rig he still makes use of corrective blendshapes. Taken from the course description: About FACS: -…
Hum, in fact the drag selection doesn't work like that (at least in 2.76). You have to box select the whole the centers and the same goes for the per face selection. EDIT : In fact, you can select with part of the face if the Limit selection to visible feature is turned on. How ca you have the same behavior without this…
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
Some presentations notes: -Pull all your hair back for your reference photo. Hair is "easy" to get in later, but its blocking features like the ears and stuff that can help while skulpting. Worry about it later. Get your face looking like your face, then do the hair later. -Make your sculpt grey or something. Adding make…