If your diffuse is vertex color (polypaint), you can bake it onto the low poly. If it's a "diffuse" (texture on a hi poly with UVs) then work your mesh in ZBrush to generate a polypaint from it (Tool / Subtool / Project / ProjectAll). Bake diffuse (vertex color) in Knald : - Go to the Baker's tab (Ctrl+B) - Bake Targets -…
You are ok to flip the ratio actually you can make it whatever you want as long as it's not bigger than 1200x1000. So 800x1200 is ok. I asked Aftermath this earlier in the week because all the renders they were showing looked like 1000x1200, not 1200x1000. I'd just ask on GA if you have any further questions. thx B
Looks like Doom to me - well, the corridor/monster/bathroom bits do. I'm not expecting gripping drama or profound plotline, and lets face it, Doom is hardly character-driven. I think with my expectations I'll probably enjoy it. I like a high budget B-grade blast now and then Also, kiwi starring - very yay
Haven't read it yet,b ut am interested and will. Just had to comment at the friggen hilarious irony of the first line... "Before you read any further, stop and close your eyes for a moment. Now consider the following question:" How in the hell can I read the question to consider it while my eyes are closed? I love it.
that one wasn't too bad, you just need to use the wicked weaves! the way I did it was cheap but it worked haha, I used the Y B Y sword weave. it's three buttons and creates a huge slash. I just ran away, started my combo, and by the time i pulled it off they were close.. rinse and repeat!~
ProjectEagleeye, that looks awesome man! Dude now you've left me with 2 scenarios, when I make my screen textures it's totally gonna be like A: I just went right click, save as and slapped it onto my model and option B: It won't look as good as yours haha. :P Again, great texture work dude!
I think you can do this by using an append node. Plugin the R&G with one, and then you can append RG & B to complete the full color map. Correction: Append Vector is what you are looking for. In this example they show appending single constant values but the same applies for texture maps.…
There are quite a lot of dents in your model...also I think I wouldn't model these ornaments...far easier to paint a b/w version of it, once you' texturing, and convert it into a normal map. That would make it far easier to keep a smooth shape. A shaded wireframe would be nice, but considering the modeled ornaments, I…
As far as I know you usually get seams like that for one of two reasons. A) You baked the model while it was cut in half and then mirrored it after the fact. If you did this re-bake the final mesh exactly as it would be when you export it to ensure the vertex normals never change. B) Your Y channel is baked in the wrong…
Recent Storyboard Project I tried to work out every kink and very much want to pull together an animatic from those boards, but I've already got my B+ and character design is next, so I'll be moving on. Looking forward to the next storyboard opportunity though, that was fun, finally picked up pencil again after ages.