Hi guys. At work, I use a program called Creator (by Presagis) which is heavily dependent upon grids for creating geometry. It's similar to the early days of Max (I've been using it since 4.2) except that it's substantially less functional. It does shine in many areas, like the grid tools. I'm trying to get functionality…
[ Intro ] We are a small, mostly freelance team of artists, working on a 2.5d hack and slash platforming game. We are currently working on a small demo, proof of concept of our project, before fully announcing our project. We currently are recruiting an environment artist with experience working in unreal engine. Ability…
Hello everyone, this is my very first post on this board and I have a very noobish question I think. Well, first of all, Im a german guy and my english is sometimes - naah - name it wonky. Please ignore this :D Okay. Now to my question. I want to make a simple Jump N Run. Well, simple is relative for a complete beginner…
What Are You Working On? AlexCatMasterSupreme AlexKola alifarsangi another caveman arun nagar Brandon.LaFrance bugo Christian Nordgren Colton Dennispls desktoppirate DeviatePanda Erik Rading Fozwroth Fraeger frmaslm Gav goatSQVIDD Hito Jakub JamesMeader Kbrom12 kimmokaunela KLICKSTOP Lawrence Preston LeoKuzyakin leslievdb…
This is my first (of many) posts so hi people. I've been finally given the motivation to join the chat and stop perving from the shadows due to a really annoying problem I've encountered with z-brush and its normal map material. Frankly the results are shocking, far far too intense. you can see the geometry Is there but…
It's personal preference, really. Mudbox has been kicking ass recently. Mudbox's texturing tools are vastly superior to Zbrush's by far, and it is very, very easy to learn. Just install and go sculpt. (in 2012, sculpting is seriously really good) People keep saying that Mudbox has fewer brushes than Zbrush. While this is…
oohh, some news.... "I'll start with the basic answer that will diffuse the majority of questions here: We've announced Street Fighter 4 to let everyone know it's in development. We aren't really providing any more information than that at this time, but over the coming months, you'll see bits and pieces come to light.…
Yeah, I am one of those crazy ones who prefered to do everything in Zbrush. It has few advantages. You get more predictable and understandable control of cavity masking there than what usual nomal map to curvature , or hipassed height to curvature do in regular texture editors. The whole work flow is more in line with…
Thanks .wiki and Bartalon for your help! I started over again and this time I did a tile with 12 different bricks. I baked a normal map in xNormal and it came out seamless :) :thumbup: I also baked a mortar plane with the bricks to fill out the gaps :) The problem I had with the mortar plane was: I exported a plane from…
Do somebody know a good, convenient soft to compose multiple rendered fragments? mostly from Zbrush into tileable textures ? The one able to combine Z depth in a way, fragments would intersect to each other properly , according to their depth. Rock pieces/stones for example . Many programs can do so to some extent but all…