Hehe thanks LoM Chaos.. yeah i agree w/ ya there on the noisy face.. i was playing w/ the alphas and i probably went a little overboard.. but also.. i'm kinda new to the rendering process of Zbrush and the sculpt came out a little fuzzy even w/ the blur settings turned all the way down.. i need to figure something out…
There was a post about this before. You could either just get used to pressing Q,W or something instead, or make a small script that does that and assign it to the W key.
Hey guys, im new to polycount and relatively new to 3d modelling. This is a USP .40 S&W, designed for the half life 2 engine. Base mesh is now undergoing optimization :D
The odd thing previously w\as that to export to maya I had to export at 100 time sthe size, now I have to export at a scale of 1 They keep on messing around with stuff :o)
Zwebbie - you really should have included the original 1998 version from Unreal, just to show the biggest jump. :D (Unreal) http://liandri.beyondunreal.com/w/images/Deck16In-EditorScreenshot.png (Unreal Tournament) http://liandri.beyondunreal.com/w/images/Deck16II-Screenshot.jpg (UT2k4)…
What you've got now w/ the light and shadow map is pretty much an AO map, or so it looks. Try baking out w/ a 'Complete Map' w/ your current light setup. You should exactly what you see in your scene but on your texture map. Good luck. -Tyler