Hi Sp1d3r, cgartland has the right of it. I 2nd Grasetti's tutorials, as they are completely relevant to zbrush and what you are trying to do, but also, he's pretty serious when it comes to this kind of thing. You should definitely accept that you aren't going to nail this in your first go. I would almost say that…
map it as you did but instead of having them separately you can just move them on top of each others so everything without bird shit uses the same texture space. right now the smaller lanterns got 8 sides total. let's say two of these need to have bird shit.. different bird shit at that. you'd have to use 3 "unique" areas…
Try and make the character look exactly like the concept, if it has a hammer you should model it unless told not to so in the instructions. I suggest you try an rig what you have so you can see how it will deform. Judging from your screens your elbows will deform poorly and the area of the back and shoulders will probably…
Yeah, i understand that thing, and how shaders work. I just need to know if its ok to scale uniformly after sculpt is done to a certain amount of centimeters (and apply transforms so scale in 3d world will be 1.0, but at same time it will have dimensions of what i need). Because human height in reality change…
Ran Across this discussion and thought I'd jump in. I've been using Mesh Fusion quite a bit so if you have any questions fire away. I also saw someone asking for a mesh so I posted one in OBJ format for anyone interested. you can get it here: http://community.thefoundry.co.uk/discussion/post.aspx?f=9&t=84109&p=759949 I…
These art tests can only be possible because of over supply and nothing else. I believe the guy who says that there are hundreds of applicants and not the one who says all my friends are sought after. Offshore cheap and good (skillful) labor, digital delivery and the spread of knowledge and software that runs well on cheap…
1) I looked for a while for a master list of common materials, and what spec should be used for them. I never found it. As far as I know, it's just something you need to eyeball, especially since different lighting setups make spec look completely different. If it helps at all, here's what I tend to do (on a scale of 0 =…
Could they have done it near or at the same amount of time with a more stringent schedule of work? You know. 8 hours fullbore. Sometimes overtime near deadlines and such? None of this, one hour lunches or daily game testing sessions (thats for QA). Gas Powered Games is a leader in this idea of 40 hour weeks IMO. They still…