http://pc.ign.com/articles/788/788627p1.html Sorry, i'm a little excited here, may want to wear a raincoat. [ QUOTE ] 3:00 - FMV sequence in a spaceship - looks Terran - zooming in on a metal door - door opening - reveals a guy with a cigar in chains - prisoner - door shuts behind him - there's so much bass the room is…
Been wanting to show some of these off for a few weeks, but never got around to it. This is some of the stuff I've worked on for Heroes of Newerth over the past couple of months. All the textures are 100% hand painted in Photoshop and the characters are all 3000-ish tris before things like capes get double-sided. All the…
The 99.99999 etc. might just be floating point accuracy, but I wouldn't recommend to work in meters as system units for a human sized model (the display units don't really matter). It should be fine, but cm would be a better choice. Not on 2024 and haven't used CAT, but is this the original CAT rig? Since the orientation…
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
Hi there, I have been messing around with Zbrush3.1 polypainting tools recently. Some parts of the workflow are quite elegant, yet many others still smell like good old ZCrap. I painted a face using RGB information (used the 'Flat' preview rendering option for that); then tweaked and applied a fancy Matcap skin shader that…
some progress on this one. as my wife works in movies not games, had to switch all meshes (but hair) to subD workflow, so this is just dynamic subdiv in zBrush, no floates, no zbrush sculpting over higher subdivs... because this isn't already eating too much time :D
He needs to blink while he's running. I think that will breathe a bit of life into him. But yeah, the floatiness, it's a good start you just need to tweak the timings to make it a bit less floaty. I also think you need to add a bit more gravity to his movement too, he needs to look like he's hitting the ground. I like it…
depends on what you want to use it for but it's a floating point value assigned to a vertex in max it can be used for affecting subdivision..... I think there are other modifiers that use it but I can't remember which ones at the moment
You're always going to have some distortion when flat things are bent around curves like that, but what it looks like depends on the kind of detail - ie: horizontal lines (relative to your trim sheet) will be mostly ok, vertical lines not so much. I would do a rough version of the trim texture and see how it looks on a…