This is the walls in high res, i have scaled the x and z axis as i thought the original room was slightly too big. my plan is to work on some procedural texturing for the floor next. If anyone has any thoughts still on the composition, scale, assets etc then it would be much appreciated.
Can also right click mesh - transform - mirror on X Y Z. That works on the world space coordinates, using the drawboxes is local coordinates. Also right clicking supports transforming entire groups, the drawscale boxes do not. So depends on the situation which one you want to use.
Haha, all of these are spot on - Slipsus you got me good! * "There's no such thing as job security" * "I miss the weekly recap!" * "Finished the highpoly on this splash damage art test..." * "I swear I'm going to learn Z-Brush soon... but that interface!" Okay, maybe that last one was just me...
Woaw, Very nice work here; well, I'm a Z newbie, but I want to learn to sculpt heads like that, do you know where can I start?? (I mean good tutorials etc..) I may need some good tutorials and a lot of time... Regards!
The hair is a result of too much Final Fantasy 7 and watching my friend play dragon ball z or whatever :O also i got sick of trying to find a suitably pale skin tone so I just left it white. and then a mintaur axing some poor chump
Changing the mesh scale also affects the normals, and can cause these problems as the normals can "point out" more than 1, which is physically the limit. So if you have a mesh scaled at X 50%, Y 50%, Z 350% you'll get too bright speculars etc.
Stoyan you were right about the eye's so i reworked them and modified some little thing along the way. So here's a update with the finished head and neck. I think that i will finaly use z-brush on this even if im not a pro with it. so there it is. more update to come.
Using an Editable Poly, if it's along a flat surface, under the "Edit Geometry" rollout you can use the X,Y, or Z functions to align a selection along a certain axis. Some of the new Graphite tools have some really great functions for straightening and aligning edges correctly as well.
As Synaesthesia says adjusting the units should fix it, another option may be to enable and adjust the viewport clipping plane. If you're interested as to why this happens you can google Z-buffer/clipping errors…
Yuuup. Played a lot (too much) Warband online; such good fun. PW mod was a laugh too. Can't wait for someone to properly do a day-z-like medieval game. Hopefully seige will be popular in multiplayer once again. When you've got huge teams it's just awesome.