the scale issue sounds like some GoZ problem. after suffering a few of those in the early incarnations, i've simply never looked at it again. i guess you can play with the scale setting under tool->export to see if that makes any difference. else what we did on past projects was to figure out the scale in max manually and…
Well been a while since I posted last. I dont want to post unless I made SOME progress and it has taken a lot of time doing all the shitty things (retopo, uvmapping and baking). But now at least I started on the texturing! And its fun! YEAH! sltrOlsson: yes totally agree. going to fix the asymmetry in Max by pushing around…
The problem seems to stem from the Inactive Subtool Dimming, which lets you better identify the currently active subtool by darkening the rest. It may be the specific dim value itself (I find increasing it to 0.9 seems to show a result closer to final), or the dimming in general just may be interfering with zbrush being…
Thanks for the feedback guys, I'll start working on it right now, hope to get something better to show in a few hours. @Vorge, that's a neat idea. I actually mocked up a subtle 5 o' clock shadow in polypaint during the sculpting stage but never really developed it further. I'll try adding it for sure. Gradual saturation on…
Hello - I think the biggest paradigm shift lies in the fact that Blender will force you to work on raw sculpts as opposed to working with levels of subdivision. There are two performance reasons for that : 1 - Blender is not able to edit/deform/manipulate models as dense as what Mudbox or Zbrush can do, and 2 - while…
I once tried using Photoshop's 3D capabilities to texture a low-poly model, but I was having a lot of issues with a seam. >: ( I mostly want to be able to paint DIRECTLY onto the model, and I know ZBrush tends to "smooth" the mesh, or display it oddly. (I prefer seeing a low-poly model like you would see in Maya or Max,…
Okay, as promised here is the texture work I have been working on. I rushed a little here today so that I could post this tonight; so I'm sure there are things to fix, but should give you guys a good idea where I went with it. To be honest I was kinda nervous about posting now that so many people have been watching this…
Hey Polycount, I got so much great feedback on my last couple characters so I want to continue these posts since I really learned about 100x faster here so seriously thank you to this community of artists for the help. Anyway, Kratos. So as the title suggests it's going to be a stylized version of him which at first…
Hello again, old friends... It has been a long time since I posted any art here! I've kinda fallen off the art bandwagon recently (closest I got to anything released recently was some modelling in Gears Ultimate, and a bit of texture work in Gears 4 MP), and since then I've been mainly working on game prototypes in VR,…
For the past week I've been trying to figure out a way to get rid of jagged edges from my painted textures. So far I have not succeeded in getting rid of them :( . I've tried subdividing my mesh to a million polies in Zbrush in order to get nice, smooth, crisp, lines and so far it looks good at high polycounts. The problem…