Hi! Had a look at the .obj in Blender and the material IDs were indeed not correct. Selected geometry by UVs and assigned materials according to texture sets (sent via DM). I don't know what your plan is with the asset, got to say I think it's pretty un-optimised (~1.7 million tris, some iffy UVs + wasted texture space).…
The skull is way too shallow in the side view. If you are working in zbrush make the interface transparent and place an image of a skull in side view under your sculpt. Nice work.
shortcut is 'a' to center your view. Sometimes when using the orthogonal views you get weird things happening. Just use 'a' to focus and 'f' to zoom to the brush location and size
Another option, next to the 2340M, is the 2340L: [ame="https://www.amazon.com/S2340L-23-Inch-Screen-LED-Lit-Monitor/dp/B00A6WZW6E/ref=sr_1_1?s=electronics&ie=UTF8&qid=1420538044&sr=1-1&keywords=s2340l"]Amazon.com: DELL S S2340L 23-Inch Screen LED-Lit Monitor: Electronics[/ame] Which is also an e-IPS based screen - the only…
right, I was typing out a lengthy reply but I accidentally pressed something and it disappeared. yay. anyway. I was looking at this and the only reason I knew it was girls was cause of the topic. so I tried analyzing the images a little and I still can't put my finger on exactly where the problem is. but I decided to give…
I've seen HDR/cube lighting applied a few different ways. Usually you precompute the lighting from various positions in the level (HL2-style) then you store each as a cubemap or PRT or somesuch. Once you have your src, it can be applied either like reflection or like diffuse. If reflection, the shader constantly factors in…