I think I'll make some trials and share results. One idea that has occured to em is to bend the hipoly with a defomer, just slightly, as to simulate directional light. Pic related: This will unfortunately make actually SHORTER reflections on the axis of interest, as opposed to longer reflections, BUT the overall look might…
You might want to try something like this... start with a larger shape, that already has some falloff like a PRABOLOID. Use a TRANSFORM node to OFFSET it slightly in X, then use either another TRANSFORM or a SYMMETRY node (in my case I have my own symmetry node) to mirror the offset shape across the Y axis. It will…
Also, for normal maps in UDK. I had a problem similar to that before. My instructor at the time told me that UDK has issues mirroring across a certain axis.. I can't remember which, but notice how the face and everything else mirrors fine, just not the shell. Try rotating the whole texture and UV 90 degrees in one…
Lovely work...and so much stuff in it! huge robot, character, weapons...wow! For now the only critic i would bring up is the maybe axcessive step in the eound section of the character's arm, and maybe not enough on the shoulder muscle (u can clearly see the polygon step there).
Look at your outlines -- see how the box surrounding your mesh isn't in line with the face? Your symmetry is in line with the model, which has been rotated. Reset your transforms and your symmetry will be in line with the world again. Or you can click the plus next to Symmetry in your stack then manually adjust the mirror…
1-2) Seems like a fairly straight forward job then, a few bones and off you go. 3) It depends on the game and what you can pull off. I'm not that familiar with Unity on the programing side to say one way or the other, they both seem possible. A model swap would probably be the easiest but it would not be too hard to carve…
I think you are worrying too much about the modularity in the stonework. It will look weird if the wall is built up on the exact same axis with every rock. Rotate, scale and offset the rocks as you build up. That will fix everything. It WILL look weird right now with the block out because its all basic shapes. You can…
Under the tools palet/menu find the deformation tools and click unify. This will set your model in the center of the zbrush canvas at an ideal size. Turn off all symmetry under the transform menu at the top of the zbrush interface. Mask the corner of your model that has the detail. Find smart resym under the deformation…
Irukandji: Mudbox is very basic in terms of painting, there really isn't anything to learn. Its so simple that anyone with photoshop knowledge can Pick it up. Imo Mari doesn't feel as great when it comes to painting Characters/Creature, being able to paint directly in 3d on your Model feels much more satisfying then…
The crucible approaches! I suppose this is the most important part. Here's where I'm at, using a mix of Photoshop and 3D coat to do this. I also have a technical inquiry, I'm not sure wth is going on with my left side items that look all shaded strangely. Duplicate Special in Maya across the X axis, and reversed / set to…