Hello, Does anyone knows is there in zBrush a split view option? I was wondering this (example: you adjust something when looking at model in front but same time you need to see how does same change looks from side view for example).
@Eric Chadwick I think I know. For example if you look at mine or Bartalons profile for example. Next to our name we have a rank and another rank. Pyrzern appears to be missing this second rank.
Do the generic scales of objects influence the grid snapping at all, meaning does every object need to be 512/512/512 for example or can it be some totally random scale? The box example worked by the way.
Since I studied the new SSS shader, just I can say it: amazing!!! Check out the ears! Some example images and there is a video example of my character: https://www.youtube.com/watch?v=WS_Rzexfwf4
Yea, just look at the difference between a normal mapped model without AO and a normal mapped model with AO. One example. http://wiki.polycount.net/Ambient_Occlusion_Map#EQBM Another example. http://wiki.polycount.net/Diffusely_Convolved_Cube_Map#ECIP
Obviously not, but this is why I said its a bad example and the point was the shape. This was the best example that I could find quickly to show the DIFFERENCES.. I don't know anything about their actual names.
Take a look in the example map that comes with UDK. There is a trigger volume there. Essentially take your builder brush, make a trigger volume, then just hook it up in kismet using the example map as reference.
Rage: If you create a primitive and convert it to Edit_Poly then it WILL be quads/polies. For the Sphere in my example I had to manually triangulate it to show Shimmer an example of how I go about quadrangulating a model.
First of all: Thanks for the response! My focus is less on finding a solution within the engine and more on tackling the task of texturing first. As you can see in the image (and please keep in mind that I’m not a Blender pro ;-) ), there is a separate mesh for each piece of clothing. In the screenshot, the character…
A general web search for 'pbr wood tutorials' should get you some good results. What may be infinitely more beneficial is to take some time to study the reference image and try to breakdown some of the details that make it look the way it looks. For example here are some observations that jump out at me: a. all the edges…