2.6_Tire Today, I have had some time to model the tire. The tecnique I used to model it was to create the main module in low version, then I beveled its hard edges, and I repeated it 32 times to generate the straigh version of the tire at the end. Finally, I applied a Bend deformer to generate the curved version. On the…
No. It's fine for sculpting, but don't use Zremesher to generate your low poly. You really need to be making your mesh by hand. Zremesher is just not predictable or reliable enough to get good clean low poly meshes. Also you have very little control over how it generates geometry. It really doesn't take that long to…
Are you trying to tile that black spot? Because i think that it is working. since the default tile generator output are these little squares Make sure you set the tile generator background color to something else other than black just to be able to see any gaps in the tiling and fix accordingly. Also, you dont seem to have…
I've made a flowmap generator that uses a fluid simulation to calculate the flowmap. It's a Unity plugin right now, but I have plans for making a stand alone version. You can bake out flowmaps as textures, so they can be used in other engines. [ame=" https://www.youtube.com/watch?v=gEV7TxZQIsY"]Flowmap Generator Features -…
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…
https://www.youtube.com/watch?v=SFHC9ZXAfgk&list=UU3VgWHmPhhWbe1ZGRyubrTw Product Title: Valiance Online Product Overview: Valiance Online is a sci-fi/cyberpunk, super-powered MMORPG inspired by the MMORPG City of Heroes. Valiance Online takes place in the year 2093, an era in which technology has become a primary weapon…
Reminds me of Duke Igthorn a bit. For your first ZBrush sculpt, this looks pretty good. Some wrinkles like around the eyes are a bit messy, but nothing major. This is somewhat subjective, but the style is a bit in between worlds. You have that one hard edge along the length of the nose while the rest seems to be more or…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
I'm a bit of an anatomy freak but not just muscular and skeletal anatomy but also physiologically and morphology anatomy. I almost went to a medical school because of my great interest in human body. (but in the end i liked art and games more) After reading all of this to me it sounds like this kid was naive, he wanted to…
I agree, the texturing is definitely coming along; however, you mentioned above you were hoping for some criticism on the anatomy? Well I have a few pointers if your interested. The clothing does play a key factor in the shape of the being. For example as mentioned above? She appears to be wearing fairly tight clothes. I…