Absolute basic instruction count for a solid color diffuse is in the 30-40 neighborhood. Also not all instructions are equal. An add is different than a square root. So its hard to say. However there are hard limits. 512 (I think) for SM3 (Direct x 7-9) 4096 for SM4 DX 10+ I just made up a shader with about 1200…
http://dl.dropbox.com/u/5691557/ZStartup.zip As cryrid suggested, just extract this zip file into the ZBrush instalation folder and merge/overwrite as wanted. It includes materials and brushes, the UI file (felipefrango.cfg) and hotkeys (which will probably overwrite the hotkeys there, so beware). The only changes to the…
@cptSwing Thanks man! @Lechooga ,Glad to see you liked it :) This project is made in my free time and each week I think I spend an average of 17 hours on it. So I'm 9 weeks working on this, so in total now around 153 hours. (That's nice to know) @MeshModeler , I haven't forgot about it at all :smiley: . Have the idea to…
Looks pretty cool, especially if you are Zbrush beginner. =) The sides of the nose might be a little too flat, it seems to lack some of the subtle forms tha you can find here: http://anatomy4sculptors.com/?menu=9&sub=22#body Also the border of the lips might be a little too sharp, and we can't give you feedback on the part…
Hi Ben, I tested your geometry, and it works fine on me. I just took your Edit Poly object, selected all three edge loops and ran the script. The result is here. I really cannot figure out what's happening on your machine. Do you have access to other systems? I'm on version 9, but just tried the 2009 as well and is fine.…
just to clarify the resolution thing. U can change the pixel blending to an extend where you end up with an more pixelated result. But you get sharper lines making you think the texture is more highres. Normalmaps are usually blend "physically correct" what is good but you need more then 9 pixel to define a sharp bump…
Day: 9 Took a few days off to catch up other work that needed to get done. But as I've rounded the first week or so I've already felt like I've learned a ton about blockout phase and really getting more into the right mentality of just going at it and trying stuff out. There is something to be said about finding your…
totally agree dude. I would never work at a studio where overtime isnt payed. That ll suck. An even if its payed I ll try to avoid it as much as I can. And dont get me wrong I love my job. Really like it, I do my 8 hours sometimes 9/10 depending if its a rush, but I dont fuck around I am productive. so Staying overtime…
My biggest complain is with people's perception of the review scale. It is essentially: 0-7: Shit. Don't bother 8: OK. Worth a bargain bin price 9: Really good 10: Best game ever. In reality, I think 8 is a really decent score for a game that is solid, fun, but not revolutionary. In the industry it's assumed that getting…
Before having a defeatist attitude like that why not post your portfolio? Do you work a 9-5 job? Do you live at home? Do you have 3 hours a day after work and 8 hours a day on weekends (sat+sun) to work on your portfolio? As I said in a previous post, there are TONS of gumroad tutorials. @ZacD even made a awesome…