I have no idea really, let's just say rts specs. With a reference you mean a concept, or a picture, right? I don't really have one, I'm just designing when modeling :P I made the model a bit longer, it looks a lot better now (doesn't look like a big lunchbox anymore). The uvmap:
Ive done a lot of changes to the face and i think that im happy with it so i created a uvmap and applied flat colours to it just to see how its going to look. im going to start with texturing the face next. wait with the hair until i get my wacom tablet. Its going to be tricky to create the hair shapes with a mouse.
i wanted to make normal shoulders on this, but when i hid the shoulder plates and then saved and opened, there was "no objects to unhide" so i'll have to redo those, but here's where i'm at now: and here it is with a checker: i had to adjust the uvmapping since he's got no shoulder plates anymore so it looks a bit diffrent…
Ok, due date's comming up so I needed to UVMap this thing and I just started sculpting. I'm not happy with it so far. The nose is bugging me and I know the brows are a bit too big. It's super early in, I figured it wouldn't hurt to post it. Quick post since I don't have a lot of time.
Depending on your material setup, you might not see an effect in the vp....Are you displaying the normal map using uv channel 2? how does that uvmap looks after the projection. If you are not getting any success, I can record the whole process after I went home from my vacation. Around the beginning of the next week.
I'll repeat my reply from general discussion, so very dissapointed: Zbrushcore on the other hand looks completely worthless. No auto retopo, no uvmapping, very limited texturing. What's the point? Sculptris is a far better option and it's free. I've even heard of some preferring sculptris to zbrush for rough layouts of…
just test texcoord1 in glslfx and works! but work in order, like "first uv in mesh = first uv in shader" works perfect in the case in which each texture has a diferent uv map. but what if i need to reuse an uvmap? in such cases I need to specifically assign the corresponding uv to texture, regardless of whether or not uv…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog. Or any texture baker that support a texture on "hires" mesh. Substance…
Hey folks, just started working on a new character, I always wanted to do something from the Star Wars universe so here I am working on a clone trooper. I'm going to steer away from a standard foot soldier and try to add my own flavor. Only have the base for a head so far, it's uvmapped and baked down with some vcols, but…
Hi guys just like to share my latest work "Ice Dragon" with everyone. This is inspired directly from the McFarlane's Dragon toy series and with some modification. The model is done in Maya and Zbrush, final low poly model is 7.1k, textured in Photoshop with one 2k x 2k UVmap for textures, "Will upload them if been…