i played ur game more than any other web games ! pretty awesome game ! here is my inputs and answers: Q1: yes, but is a hard to fire in those fortress ! in my opinion u could define a marker for grenade launcher, something like grenade luchers marker in gears of war ! Q2: i guess how it works, tesla grenade is a magnatinc…
---Hi Bigtime, thank you. Yes I can share a brief overview on how I accomplished it and the techniques I used. There are two main pieces that make up the hat. The Straw and Trim. The Straw was made using Nanomesh in zbrush with a simple IMM of clumped long cylinders. The Trim was made using a custom built IMM curve mesh…
I think you're almost there but are still missing the big chunky details of darksiders. For examples the wraps around your handle look razor thin and could use some bevels on the edges. For your skull it looks like you might have jumped subdivisions a bit too quickly and your detail (especially towards the bottom) is…
Edited : Just as reminder, about scaling in Zbrush : obj file format has no scale variable support to define the model scale ratio zbrush apply some math Scale in Zbrush : 1 unit = 1*2 ( global scale is always 2.00002) if you have a cube of 1'1'1 and a scale of 1 in maya, after the importing in Zbrush Now if you have a box…
@zac, ya you don't need to rotate the lightmap uv's @Phrexeus Basically yes but you can't rotate the UV's inside UDK it has to be done in w/e software you use. UDK for what ever reason won't respect to rotation so it has to be imported in with the UV's rotated. In max it's easy to do with the UVW xform, make sure rotate…
Here are some things I think you can improve :) -The iron part seems very lumpy and soft. Depending on the type of material, it can of course have irregular noise/shapes to it, but usually with something iron it is pretty chiseled I think, rather than lumpy. -The scratches appear like segmented little dots -Texturing in…
my main concern is that none of the materials have any specularity at all, so i can't tell what the materials are supposed to be other than just flat colors with generic grunge. is the body armor metal, plastic, or some sort of strange concrete? it's essential that you figure out how your materials are made up and that you…
To answer your questions Rule of thumb is keep the geometry to match the silhouette. Normal maps will do a better job of faking inward depth than outward depth. I like how you've modeled out the tiles over the grout. For the bake and low poly, that can be flat. With a multiple material setup, you can use a multi-sub…
In my opinion, for what it's worth.....The front of the torso seems pretty good......the back might need to be revisited. Maybe enhance/define the lats a bit (the largest/most noticeable muscle group on the back), the lower traps seem a bit large, and I'm not sure about the bulge of the muscle below it (?) Traps could…
Is it just me or do people think these new ZB3 materials are responsible for making work look better than it actually is? I tell the same thing to new students when they render with Mental Ray, or meshsmooth a model. If it looks good it looks good under any condition and if it doesn't look good under basic conditions it…