So I got my PC key this morning. Got to play two matches over lunch. Unfortunately I had some HORRIBLE mouse input error. Hopefully it's caused by my two monitors. Art vise I think it's jaw dropping. I love the broken houses and structures I saw on one map.
If you wait another month or so, the Anatomy4Artists book should be available. I've been doing some proof reading for them so have gotten a good look at what's inside. It's going to be a really great resource - I feel like I learned quite a bit simply by going through looking for spelling and grammatical errors.
I've had this problem before and had trouble cleaning it up in Maya. In Zbrush after you Decimate. Split your subtool into separate pieces. You'll probably see dozens of subtools now from decimation errors that produced tiny triangles or nothing but it created a Subtool for it. Delete those and just export your real…
Change the art direction from scratch to be more dirty and less gore. I got a couple of lightmap error...will fix theme tomorrow and start adding wall support to break up the scene and add some random stuff on the ground. Let mw know your thoughts on this new direction I chose from this reference.
Ok, apologies for the thread space, but figured out a better way of doing it without getting an error and a 50/50 chance of crashing the app. After merging, it created two separate AOE's; so I got a better work around by doing so; Mask entire figure > polygroups > group masked > re-dynamesh. huzzah!
Thank you guys! I double checked my normal maps and meshes and it seams I was wrong and blind. There are visible errors because I missed sharping few edges. I'm so sorry! I pulled a few all-nighters recently and that has to be an side effect :/ I'm working on this board: screen from Unity5.
In a new scene load the model you exported into your baking software. Select all the objects at once (do this from a scene inspector panel so you are sure you have everthing) then check out the UV sheet for everything combined. You should see a big triangular shell that matches up with your error.
Hey alec. So here's the deal. I have a mesh that i baked the tangent normals in maya 2012. The normal map and the original obj work great in marmo. I then went and posed the obj and re-exported. Made sure to turn unweighted normals on, but i'm getting strange lil internal shading errors. like:
You don't have "some anatomy errors around the pecks". You have a lumpy clay man with arms to his knees and disjointed shoulders, and lacking proper muscle and bone structure like trapezius muscle and a pelvic ridge. It looks like a burnt plastic mannequin. Stop using Zbrush. Start with a proper base mesh.
I get a security error when trying to go to your website, in both Firefox and Chrome. Personally I dropped my website and now use AS exclusively. It's a lot easier to maintain and keep up to date. The Pro account stuff gives you extra control too, though I haven't had time to play with it yet.