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Everything posted by Alexandermb
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Btw to clarify: The issue with the high poly model isn't the model itself, is the distribution of the UV map's on the current body wich make's more difficult to bake high poly models into the body mesh, until now. The only issue left is the hand mesh/uv currently used wich has a non used space and a overlapping UV on the thumb wich could be either fixed and rebaked but i would need help replacing the hand's textures on current textures for a more detailed and normal mapped hand or just adjust all the meshes and use the unused space for the hand wich currently is just a blurry skin tone.
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Blender provided a full human body (even skull) repository for free in their webpage and also Animal Fur Examples wich i used for the cape.
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@Stan` How much is the file size limit for source files or for posting on the forum ? the body blend file is almost 2Gb but i like any1 could have it here and experiment if they know how to sculpt and bake.
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At least the baking test work's fine. Ignore the missing hand's is just a test of preliminary for skin shader's with norm maps for new head's:
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i would like to figure a better way to make Spiky hair a plain mesh like the hair of Guile from Tekken: But the hair has been the most complicated shape of baking in blender because from geometry nodes it looks beautifull but it only work's as hair cards. i removed noise from hair normal map but left it on the beard or short hair or it will look plaing wich it isn't the objective.
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Eventually. Same for Cloth hood's and if its possible a new toga texture with normal map. because cloth can be done easily if its plain for a cape. At least now that my current CPU and Ram amount can handle cloth physics.
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@wowgetoffyourcellphone Just in case this was the first rendering test i did before head's for bodie whitout too much detail: Mod file for testing, still work to do: New_heads (3).7z
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Thats correct.
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A plain basic eyepatch or it is too modern? Btw i can make this facemask but i belive it will be only applyable to your mod. IIRC there was a rome mask helmet but idk if it was for Millenium AD or Imperial romans?
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Those are perfect! i can do them. @Genava55 are they CC licensed ? if that so i can use the exact same black textures that match the face painting to bake them faster. Otherwise i just draw them i can draw but i already have the first electronic laboratory test next week.
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Theres something wrong when baking woman's normal map's like they are more sensitive than male low poly shape for rendering.
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Yeah i need to rebake the normal map but before need to smooth the Cheeck, seems like pointy.
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Heading to class soon so i won't be today available. I try to leave a space in blank in case an accesory is needed like jewelry or prop's. but will do a 2nd round of baking later with a 1024x512 rendering if needed. Reshaped the mesh a bit:
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Mod file with the latest factions added as gauls/germ's missing briton's. and some scattered faces: Heads.7z
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@Genava55Non bearded german's already rendered. bake them whitout beard is as just ast disable colections: Heading to gaul's
