All I see is a big grey window with a an empty white box in the middle. You need an HTML option if you want everyone to see it. If the site doesn't work, it will be immediately skipped over for the next candidate. http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/
I think if you decide to do a hi poly for normal map then jack up the polys on your low poly....1000 tris seems a lil low....u could def go as high as around 10 000 if u wanna do a next gen type character
ok i have the latest drivers , and have mudbox 1.0.7 , at 180 000 polys its perfect no chugginess etc, if i subdivide again then the program goes nutbatshit , anyway heres the screenshot with the memory used : i dont get it :( i will reinstall mud to see if it fixes anything....
Hmmm, I didn't touch any options which change the default column width of zBrush (I don't even know if it's possible). Currently my screen resolution is 1680*1050. Screenshot (Not P2, but same resolution) : http://www.froyok.fr/archives/uplo/001/1343412254-ZBrush_2012-07-27_20-02-55.jpg
Just realized I never posted the stoopid ingame footage I made for my scene :smiley: https://youtu.be/AeXy9KEzI3E And, for posterity, a couple of renders: https://cdna.artstation.com/p/assets/images/images/006/139/148/large/claudio-piccinni-01.jpg?1496308367 See you guys at the next challenge!
I prefer UDK over Unity, so I can't tell you much there... But by the looks of it, he just uses 2 point lights set up, 1 warm/1 cool. Here check out his page, he got loooooots of awesome stuff http://orbart.free.fr/index.php?Gallery=105
My Microsoft Intellimouse died on me..using it since 2005 =/ good times. I currently have a small one, its terrible on my hand and i end up using the tablet. I would probably not care about the brand but get one that is natural and comfortable to the hand. Test it out on the store =P
Marla Singer (Helena Bonham Carter) in Fight Club I would model * a base mesh (about 12 000 tries) with a good topology of course, * unwrap it * detail it in Zbrush or Mudbox, and export the second subdivision with its normal map or bump. From there on its a matter of shaders to make your model look realistic.
LOTET, thanks for the praise )) I fixed litlle bit concept of witch. And one more work in progress (concept design of knight in this time) Criticism is extremely interesting ;) full resolution: https://cdn2.artstation.com/p/assets/images/images/001/720/830/large/dmitry-morozov-witch-conept-sheet.jpg?1451725097
Another good example. http://www.ivassago.com/generator.htm Also, make sure to put your name and contact info on the image. People tend to download images, so it's good to "brand" them so people can find you. This is good reading: http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/