ok so ive put some more colors. still have alot to do. the high poly scupt is mainly done. just saw on the render that those skull need some polish. and ill redo the whole gloves with the new noisemake from 4r2 like i did for the net on the back pack. for now most of the garments still need the smaller texture ( especialy…
sorry didnt mean to insult ur work. but try and add a lot more to it. if u did take it into zbrush all you did was add simple slashes and so on. check out these links i found for you. i hope they help. you can push some of these so much more. but i suggest moving forward and starting something fresh.…
Hi mindblowz! Sorry for late reply, I did check your post some time ago but forgot to write "Looking in to this" very sorry! Okay so ddo worked good with 1.7 but when updating to 1.8 it broke? You already tried a fresh re-install and that did nothing, some people have reported that using Revo uninstaller and then…
Hope this is alright.(if you want the .psd on how i did all this i will give it to you.) Think this would benefit greatly from some gradient fade color add into to specific area's and if you did that i can't notice it, i envision this having strong color changes to fit into say w.o.w. did not really want to do it my self…
Looks nice! How did you use modular worklfow? It's not obvious from your shots or text. It just looks like some renders, It would help to provide breakdowns, showing texture flats, individual modular meshes, a bit of text about how you combined them, what renderer you used (hopefully a game engine!). This building is…
so the 'Edit mesh' modifier in blender ? wtf is it supposed to do apart from freeze the previous modifers in the stack. Once you add an 'edit mesh' modifier, it seems to be destructive ie if you delete it you are left with a version with all the modifiers applied. maybe I am missing something here? might be just as easy…
So I did the corrections and thank god for Blender’s multires system. I didn’t even have to go to Zbrush to slightly inflate the pectoralis area and the shoulders. As I’m struggling for the hard surface elements (the sort of visor that she has in the film), I decided to give myself some slack and go with P5201 hair style.…
I'd argue there is actually a fairly simple rule of thumb when it comes to normal map vs geometry - which is that if it contributes to silhouette you should be using geometry to represent it. This is heavily context dependent - but it's a robust rule there are of course other reasons to have geometry. one thing I will add…
Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…