hey I'm new here,
heres my first Zbrush model
amd here's the low poly base made in milkshape, it's 3500 polys, I'll probably get rid of a few polys.
I'd like to put him in Doom 3, but I'll have to make all new animations so that may or may not happen.
I want to make the normal map in 3ds max 7 but when I try to import the high poly from zbrush into max it's full of holes, and some of the faces are reversed, when I export as tris there are half as many holes.
I'm confused
anyway, I'm in the middle of unwrapping it right now and I plan on adding more detail in Zbrush.
any crits would be much appreciated
Replies
The final mesh is nice though, should look great with a good diffuse and specular map.
Are you using .OBJ format for exporting from ZBrush? I've never had any problems with geometry when using OBJ files between Max and ZBrush. Maybe it's something to do with the fact that you're using a Milkshape model as a base mesh, that's the only thing I can think of.
MoP
when I try to import the high poly from zbrush into max it's full of holes, and some of the faces are reversed
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Max does that. It's there way of saying "don't model in anything other than 3ds Max, or we'll destroy your entire workflow, bitch". Its most powerful feature. Communist bastards.
Why the hell are you modeling in Milkshape when you 'have' 3ds Max and Zbrush?
I imagine that animating this thing in Milkshape won't be fun...
His hands look more like tree trunks, the palms are too flat.
Elysium: It's capitalist bastards, corporate lock-in is a tactic used to prevent customers from going to the competition by making the switch unnecessarily expensive. Communism wouldn't care about whose software you use.
kevin- actually both, some places have backwards faces and some places have nothing there
damn, capitalism sucks
the teeth bother me slightly , all his horns are curved , but his teeth are straight , they just look a little stumpy...
the muscle structure looks great tho ...