No actually. You neeeeeed to do each step one at a time. You can't "improve" it in Zbrush. Do a freaking basemesh that has sense at first. Something like this : http://www.creativecrash.com/system/photos/000/081/473/81473/big/WireBaseMeshGlobal.jpg?1266088696 Or take the Human Head in Zbrush, and tweak it. At least you…
Not strictly "Art of.... X" books, but books about art which I've found the most useful and inspiring. To be honest I'd recommend not actually looking at "Art of XYZ Game" books, and actually go back to the roots of architecture and industrial design and comics etc Universal Principles of Design - I would wholeheartedly…
I've been keeping an eye on Dell's Ultrasharp 2410. I'm just waiting for the price to drop below $500. They sold for $479.99 when they first shipped then shot up to $599 and have been hovering around there since. Anyone got one of these yet? The reviews have been really good for them. I've been waiting for this monitor…
Really? How about lightmass? Look at this image rendered in Redshift: GTX 470: 155 seconds GTX 670: 123 seconds GTX Titan: 77 seconds Also, modern render engines allow you to see progressive rendering result while you work on materials. Could anyone suggest how much time it would take to bake lightmass for such scene?
To level with you, we've got nothing to announce about release platforms right now. We're developing "Our Ghosts of War" in Unreal so we can export to PC, PS4, and the Xbox One. The Nintendo NX should be compatible with Unreal as well. We're still weighing all our options. It's just too early to say anything. Releasing…
OK, so I'm taking the feedback here and trying to put it to good use. My primary task at the moment will be to reduce the poly count. I'm redoing some of the earlier assets and simply hand optimizing other ones (target welds, etc). I'm making progress and will post shots as I go along. I'll also try and incorporate the…
Doing it in Photoshop is generally a bad idea - it doesn't handle vector maths particularly well. I've written a Unity script to combine normal maps using Reoriented Normal Map method as outlined here; https://gist.github.com/Farfarer/4761486 I've also put it into a really simple standalone exe, which I could upload if you…
@Benvox2 I guess both would be the answer. I'm not shying away from adding some polygons here and there that I would not always add in production, but I don't do anything crazy either. The big difference with a prodution work would be the inclusion of LOD. I probably won't bother with it here since it's a portfolio piece…
Hey guys, I'm trying out some displacement stuff. My problem is that once i load a displacement (any displacement on any model) specular gets all messed up if the fresnel slider is anything but zero (causes all polys to furiously blink randomly) Using latest toolbag, and 6990 with latest drivers, and win7 64. This all…