IIRC ZBrush has a 2 device limit also, I've had to deactivate it and reactivate it a heap of times for upgrades (have you not been upgrading?) and I've had no problems so far. In my experience, the biggest issue with migrating is having to reinstall addons/configure my UI and hunt down shit I forgot about. Not so much…
I knocked a can of Irn Bru (orange fizzy drink made from who knows what) over my Amiga 1200 when I was 14. I had done a year of paper rounds to pay for it! After a panic I took the cover off, dried it with toilet paper and it STILL WORKED! They knew how to build hard ware back then!
It looks really, really good - but I have some critique. I think the little entrance should be a focal point in the scene and right now it isn't. It even isn't obvious that it is entrance - from a distance it can be overlooked and the scene as the whole looks like a crack in a wall. In the concept there is a little cracked…
That seems like a risky thing to do - you just wont develop your sense of balance. Things connect to each other in overarching arcs and lines of strength that you just wont see here. The full face rough sculpts are a very interesting thing to do, and the fact that you found it hard proves that you were learning. Dont…
Ok got arch into zbrush after reworking the mesh. Sub divided awesome. My question is now if you look at the concept art the arch have a little groove along them, does zbrush have a tool where it can arc or something so its even? Im still learning zbrush have mercy :-) The damage part i can do
Very nice! Lovely model all round! The only thing that jumps out at me slightly is the eyes. They could maybe benefit from a slight change of angle so that it doesn't look like she is staring blankly forwards. I find the easiest way to remedy this is have the iris partially covered by the eyelids. But hey, I'm really just…
Polyunwrapper has an easy way to apply smoothing groups based on UV edges, and vice versa (IIRC). Textools function for this is not as good. Lot of other cool tools in Polyunwrapper. I'm a bit biased though as I got it for free (I beta tested a lot). Isn't there a demo? Usually best to have a play with these things, see…
Oh, so the model you posted all those images of isn't yours? Looks the model did did make isn't too far off. Just tweak the vertices in the outer arc of the blade so it's a bit sharper looking and you should be pretty close. Stick on of you references in the background as an image plane if you want to be absolutely…
I like the sculpt =) The textures are kind of hit and miss. The eyes are too blue and his iris/pupil seem a bit small. His neck is unusually tan? His scar looks a bit like a radiation burn? With a scar like that he better have a hook for a hand, a super spy tied to a bomb and some super hawt female assassin lackey.
Most likely it's a tangent-space issue and/or swizzle Coordinates, as xnormal defaults to Mikktspace and Maya has a custom tangent space iirc. Recommend reading the wiki as well as the stickys for normal maps. http://wiki.polycount.com/wiki/Normal_Map_Technical_Details…