You should only bake normals for Cryengine using Xnormal, using the tangent space plugin they provide for it (CryTB) and a swizzle of X+Y-Z+. Otherwise, you'll get shading errors.
Reminds me of the wario shakeit video... which has disappeared. So youll have to settle for a video of the video... [ame] http://www.youtube.com/watch?v=zSU-z-t9Ku4[/ame]
Z brush is staying on my to buy list, I was very impressed by demonstrations Ive seen and it will save me time with the more detailed stuff as I'm a high poly whore lol.
thats prettycool but the scene isnt very complex :-Z maybe for certian games, like atmospheric puzzle games or games set in rooms, it might be pretty cool. deffinatly future proof
you can actually adjust the Z-bias instead so the retop mesh will display above your reference mesh. It's located along the top bar beside 'Radius' & 'Additional Extrusion'
Need to learn all this stuff properly so i'm diving straight in. This is what i've got so far. My sketch. I also did a speed sculpt in z just to place everything.
Hello all I exported a terrain mesh out of UDK as an obj to remove the thousands of non visible polys from the z axis on the four sides of height map. Is there a procedure to bring it back in to UDK ? cheers
Definitely spend more time with your drawing proportion/relations are all over the place Good exercise to practice proportion/relations is to draw pile of boxes https://thumbs.dreamstime.com/z/pile-cardboard-box-d-render-39585276.jpg
I was wondering how the pivot gets adjusted or the XYZ position in Maya vs the Z up configuration. I wanted to avoid having to move anything in Unreal once exporting to Maya to upres the BSP and then re-import to UE4.
i'll use z-remesher to lower the divisions and restart with a more round cap and see how that looks. im also planning on rounding the bubbles/warts to look more "gooey-like" when the time comes to polish them.