Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
Polybend, you solved my problem! It was the constraints that was the issue. I had x,y,z constraints selected instead of just y and z, so the angle of my plane was going every direction. Now it easily snapped perpendicular to the edge.
I'll try ortho out. Yea I've been using Z. The only problem is if I use z for like a long edge because it's not a precise point, and it covers so much in the viewport, but I guess there's no better way to handle that. thanks
It looks like they are, there's a spot showing near the center-upper lip but it's z-fighting with your reference mesh. At the top of the window, try raising your Z-Bias and/or your Additional extrusion. You can turn them back down later.
Here is my Maya scene setup to render out the cubemap images, one minor note, in cubemapgen the -z and +z are reversed from what they should be in maya, but the scene is configured to compensate. cubemap_maker.ma
Are you using the same tangent space? OpenGL = +x +y + z. DirectX = +x -y +z. Did you bake and import the meshes already fully triangulated (already should have if not).
How did you get such amount of stone variations? I mean, you have 6 z-depth stone renders, so you may move, scale and rotate them in z-axis. Is that enough for making randomisation? Great stuff here
If you are importing this model into Z-Brush you should be working in Quads or polys not Tris. I learned the hard way that Z-Brush doesn't like triangles. once you get it to a place you are happy with it, convert it to quads and remove the extra edges.
the direction of light from a light in max is -z, if you select the light node and set to move mode and coordsys to local you'll see the z axis pointing out the back of the light :) (cameras are the same)
Hello, everyone. This is my very first post on the web. I modeled this skeletor lowpoly in Maya and modeled the details with z-brush(normal map with the z-mapper plugin.) the polycount is 3700 triangles with normal map. Hope you guys like it. Please comments and critics are greatly welcome.