Hey man, GoZ is an extremely comfortable tool that leaves you with no reason not to do a proper basemesh in your package of choice. So yeah before you get to paint a 2.5D textures you've got to prepare your "brushes"/tools and before you do that you take the 2 minutes to do a proper base in max/maya or whatever. I mean it…
@GhostDetector heboltz3 is right (thanks by the way!), this isn't a place for REAL beginners, the point isn't to learn how to model, texture or whatever, but instead how to do it specifically for Dota 2 and help people get used to the general pipeline of submitting an item and the style we do stuff. I would always have…
Yeah well i can totally understand you , i have 4890 and it gives me 4-5 times better performance and never made me any problems . Did someone try 6950 ? I think to change to that eventually ? If someone have one, please can you tell us your frame rate . Okay so .... i contacted Nvidia support with 3 pages report :D Thats…
Actually, I'm not really sure if I'm making any sense to myself at the moment. Might have stayed up for a bit too long. I just had a look at my own latest wooden sculpt and realized I sculpted it in myself :p What I meant though, is that when taking a look at a lot of photos of wood, which would be used as a base for the…
Download: http://linko.projects.free.fr/dblender.zip Official topic: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation I have finally recreated everything explained in TVIDOTTO's tutorial available in one click instead of several hours of…
Amazing work! How did you get all those sharp edges in zbrush, especially the boots? You can use the full highpoly(million plus) for normal map generation, it just takes more work. I haven't tried the xNormal program yet, but it looks promising for normal map generation. Don't know if it can handle the high poly count.…
Here are some general tips I try to follow when UV mapping something: 1) Try to split UVs along natural seams. This would be areas that you'd normally have seams in the clothing. If possible, put your seams in areas that aren't normally as visable, such as the inside of the arms or legs. 2) Try to minimize warping by…
I generally bake my AO maps in two different ways. as i'm baking normals maps I'll generate an AO map which captures most of the high frequency AO, then i'll use something like Knald to compute mesh AO so I get interaction between objects. I'll combine those in photoshop and it seems to work quite well, far better than…
not sure if its a bug with this version of UBB, or something that can be fixed... but the cookie trail links at the top of the thread/boards seem a little strange. the left most one reads what section of the forum you are in, as opposed to showing the root forum name. Its minor, but a little funky none the less. It just…