This is unclear. Can you show an example of what you want? You CAN make a continuous horizontal texture in 2.5d mode. Some tutorials. http://wiki.polycount.com/EnvironmentSculpting#Sculpting_Tilable_Maps
The 2.5D feature looks interesting. Looks like you will be creating masks to decide where the materials goes. I guess this will be useful for previz of high res meshes without UV's?
@Graze Dope, I love that color scheme. @Dado Almeida I use to have Altered Beast for the Sega Genesis. That's awesome. I'd love to see a 2.5D or updated remake of that.
Thanks guys! :D @lotet: The game is going to be 2.5D - so all characters and some moving parts in the background will be 3D while most everything else is 2D on planes (like Diablo 3) :)
This is entirely down to the style of the game. 2.5d is generally 3d models with a fixed camera. If you use sprite images then it's really a 2d game. But there's nothing stopping you from mixing the 2.
Yes I knew that but thanks ! I do 2.5D for tileable texture sometimes, but when I really want full control, even if it's a bit more pain a prefer staying in 3D ^^
Zbrush doesn't have a 'viewport' like a traditional 3d package as it's not a true 3d world space. It's a 2.5d canvas/document environment. When you zoom in/out you're not really zooming but scaling.
Whats often overlooked is the modelling for invisible effects, which is the grunt work on most productions. This is modeling low poly assets for matte paintings and 2.5d conversions of original footage and projecting it onto the geometry.
Thanks man! Working on a character for a side scrolling 2.5D dungeon crawler. He's still in the works, but I wanted to get some WIP's up. Top is with Diffuse, Spec, Gloss, and Normal. Below is Diffuse only.
Yep and I am thinking ZBrush handles this well because of the 2.5d architecture? Blender has a pbvh branch but it needs a lot of tweaking and it's not quite there yet. From the videos of polypainting in ZBrush, it's quite a breeze.