hey dave thanks a bunch for the nurms toggle it will definitely prove useful Ever since i took some serious time in customizing my gui and shortkey my workflow really improved, now i almost exclusively wokr in expert mode so i have optimum viewport realestate, there were a few real useful tips that i hotkeys for myself..…
Oh cool, definitely looking more realistic in your second attempt. What changed for you, in terms of your thought process for achieving a more realistic rock, the second time around?
A PS4 Game's Quest To Make A Realistic Woman Article - http://www.kotaku.co.uk/2015/11/06/ps4-games-quest-make-realistic-woman https://www.youtube.com/watch?v=0FZaJ3-4A-g
Keyshot 5, gnomon workshop has a tutorial about polypaint realistic skin that uses it for render, it's really useful. http://www.thegnomonworkshop.com/store/product/1056/Realistic-Skin-with-ZBrush-and-keyshot#.U8rnzLGs-nE
'Accepting it' means taking it without doing anything about it. 'Being realistic' means understanding the state our industry is in. You have to be realistic about conditions before you can try to fix them.
That sounds fun. The downside might be anything about the realistic env that's not 100% realistic VS not stylized about the stylized version would clearly standout more. However, if you nailed the execution it wouldn't be a problem.
This tool really generates amazing results... it's amazing. I'm waiting to find ways to use it in a non-realistic environment. So far it seems it generates very realistic detail, but I can't control that. Or can I?
Us widescreen users still get the sharp end of the stick. I plonk the windows startbar on the left of my screen, which still fucks up in every program. Open canvas doesn't support widescreen, like loads of other software. Now that you have all that extra realestate, think about using mozilla's Thunderbird: you can do a 3…
If I understand correctly, since it's just a couple small details, and that appears to be the only reason you need that second texture set and material for that level, I'd probably add the bolt decal to the other levels decal texture sheet so it's all self contained. Limiting the number of materials and textures being…
Hi, I was wondering how do I know is my mesh after retopo fine (ready for production) or not ? how can i test it ? Are there any kind of guides ? and what is the ok polycount usually for low poly , semi realistic and hyper realistic characters?