Thats why we have a wiki. Eric dose a fantastic job of constantly updating it with tips, tricks, info and tutorials posted all over PC. People who are new really should read the "Information about the Polycount Forums" thread as its very helpful.
Thanks for all the answers! Sorry for my late response. @Eric thanks for the link! I'm a bit confused about the adding loop cuts part,could someone explain it in further detail?Should I add the loop cuts while modelling or... Thanks in advance, --Thunderent
I was recalling Zoobooks just yesterday. Anyone remember those? They are awesome reference for all kinds of animals. An online version of those would be great. NAIMA, Might want to narrow it down from just 'monkey' as Eric hinted at. Try Wikipedia to start, then Flickr maybe.
They're kitted out with some of the best graphics programmers right now, Eric Heitz, Sébastien Lagarde (responsible for bringing DICE's Frostbite engine up to PBR). I'm excited for the future of Unity personally, I might play with the Scriptable Render Pipeline some time.
Hey Eric, Thanks for those links. Indeed those assets manages look useful, This one looks promising http://store.cgfront.com/slib-plug-ins/11-slib-browser-maya.html I'll try this one. Thanks. EDIT: well, it does not work with maya 2016. =/
@Eric Chadwick Thank you so much for your thorough insight! It all comes down to becoming an efficient member of production pipeline, I see. It would definitely help me if I continue learning zbrush and maya trying to fasten up my works.
Thanks Eric, np Ill add a note for sure and maybe additional footage to explain the scale. Sorry bout the audio drop. Im gona reupload a more updated version of the tutorials. Edit: Heres the new link https://www.youtube.com/watch?v=rXJ-0tsSXxI
The max obj exporter is trash, its total garbage, try using the exporter Eric posted. I was having similar trouble exporting obj's and he suggested I started using that plugin, worked great, I'll never use the wavefront obj exporter again.
Thanks Eric, yeah wanting to do specific overlays. So if you make an extra detail map why not then just map it all to a unique set of UV2's? Instead of going to every element and offsetting it trying to find the right bit of texture? The budget is the same.
If the problem is filtering, like Eric mentioned, you can turn it off in the bitmap properties section of the material. It defaults to Pyramidal (or something like that), so change it to None. Try turning it off in just the opacity map and see if that helps. Haven't tried it myself but it's worth a shot.