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Daedra

EPVII Luke Skywalker

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Looking very good! Though i think the underneath of his chin should go up straight after the tip of his beard, rather than sloping gently to his neck as it is now, since at the moment it looks as though that is actually the size of his chin. And that would be one hell of a big chin!

 

Also, i realize his hair hasn't been textured yet, but in that pic it looks like he has been attacked by a grey blob! :P

DT85 likes this

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I had done that except for the seperate mesh part. I also have a clone of the younger face to keep for reference. His beard is quite full sized, I feel I have it near spot-on.

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It would achieve the same result for more work & I'm not having a dozen mesh parts for reskinning etc (aka Haps Anakin) so no, I won't be doing it. I've put alpha planes all over the beard for a fluffy look and I personally think it looks better now.

Langerd and yeyo JK like this

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As you can see in the previous screens I've posted, I've shaped the head mesh to give shape to the beard. It won't look pretty in JKA to do what you're thinking and I'm not entirely sure the beard alphas will even look nice.

 

Anyways, update:

 

 

 

2wm2t6p.png

 

 

Delmi, hleV, krkarr and 11 others like this

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It seems that you've made 2D planes that would be sort of perpendicular to the face mesh edges??? ...you should make overlapping planes similar to how the hair is done on this character:

 

https://shop.3dtotal.com/swordmaster-3ds-max-download-only.html

 

only group them tighter and curve them a bit more.  Or similar to these:

 

http://www.3dhit.co.uk/?showtopic=16919

 

 

Keep up the great work! :winkthumb:

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I painted them onto the face using Max's object paint, then refined. There's 2 different hair textures (same sheet) on the beard. I've been warping them, but I guess it could use a bit more. I notice now that the front especially looks very repetitive, need to fix that...

Darth Sion and Daedra like this

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That dark bit where the hair mesh and the plane mesh meet is unavoidable as it's shadowing on the mesh.

wrong.

apply a edit normals modifier and tweak the normals in that area, that will atleast decrease how noticeable it is - can't say it will vanish entirely

Bek likes this

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